#virtual-reality
1 messages · Page 14 of 1
Could someone help or direct me towards a way to better understand how to accomplish a 3rd person VR set up. Something along the lines of being able to move both the player and a controlled character
make the camera follow the controlled character, move camera/player with a stick each, make the character move to pointer, depends on the game
The issue that im confused with is how to go about switching control with the VR pawn and the character. The camera never changes from the VR pawn. The stick each approach is interesting
Just to clarify, youre talking about a situation with two separate pawns (1st and 3rd person) where input from one is also passed to the other? Or just one pawn but you're seeing it from a 3rd person perspective?
Two separate pawns. Either with a toggle input change from one pawn to the other, or dual input controls with a hand for each pawn.
As far as I know, a player controller can only possess a single pawn at a time, so you'd have to artificially pass the input into your 3rd person pawn. As long as you have a reference to it, you can just feed whatever values are relevant on tick. E.g. for locomotion feed them into functions like AddMovementInput. There might be more sophisticated ways to do it that other people could advise.
The input toggles you mention could simply be controlled by a set of booleans on your primary 1st person pawn
The 3rd person character wouldn't be a pawn, just a character you control. I'm just not familiar with how to change an input mapping context in gameplay
you can always handle the input in actual pawn and call some functions on the other character to make it move
I will give that a shot
Using the VR-template in 5.4.
I'm trying to test som functinality using the VRspectator on desktop without my HMD being plugged in. Is it possible in an easy way to get the handmenu to open up for the spectator and make the buttons interactable with the cursor in VRspectator? My issue is having to put on the HMD, connect it via airlink and boot everything up everytime I'm trying to test a feature.
it's good to implement a mode where you can fake VR in 2D, without that you can use something like meta's xr simulator though to do it for you
epic's robo recall modkit had a good example of a 2D pawn for simulating VR that worked well
I think windows mixed reality also has a simulator but that is all going away soon in a windows update later this year I think
Perfect, thank you so much!
Does anyone know whether Niagara fluids work in VR or not? I've got the base Grid3d_Gas_Master_Emitter working only in one eye. Started a blank VR template and loaded up another Grid3D_Gas_Master and not its not even showing. I use deferred renderer on my main project, I know the template uses forward rendering, but deferred renderer only gets me as far as the emitter showing up in one eye.
Removing Instanced Stereo works but I can't tell whether im shooting myself in the foot bc my project is pretty small
Hi everyone, I am having trouble running the VR Preview with the Meta XR plugin and Metahumans, It crashes immediately. As soon as I remove the metahuman from the map, it runs perfectly.
Hi, I followed the GDXR tutorial for locomotion but there is a slight issue which I dont understand why
The orientation of the player is slightly tilted to the right side like my head is turned right and even after i reset orien n pos, when i snap turn or move around, it goes back to tilted
I checked my level and there is no rotation on the landscape
another issue im having is when i use the meta xr plugin, the player height is not properly calculated as i appear to be shorter (floor near my knees instead of feet)
anyone has any idea?
Hello all, I am wondering if anyone here has a Pimax Crystal and is doing work in Unreal Engine that integrates eye-tracking?
I am planning to get a new headset with eye-tracker to do research, currently using Quest Pro and Unreal Engine and is able to fetch the eye-gaze data through OpenXR eye-tracking module.
For those who owns a Pimax Crystal, could you share if you are able to get eye-gaze data from OpenXR? If so what data are available? To be clear I don't really need to get the raw data (although that will be ideal) but just want to be able to in Unreal Engine create a raycast controls by eye gaze and reports what objects in the scene it hits. Tobii is known to lock this type of data access behind a research license so want to double check on this.
Thank so much!
Wouldn't that also work through openxr eye tracking module?
Has anyone having the same issue that left eye rendering is working fine, but the right eye got stuck on a frame, i used a blank project to test it out same result.
I’m using quest 3 openXR
was that the template project? that works fine last ive checked. dont use fancy settings
Yes, I use the vr template without any other changes and just build android shipping
It happens on all of my other ue projects too, I think the problem might related to the HMD?
The only variable I can think of that caused this to happen was that I was testing the niagara system cpu render and gpu render after switching to cpu render this happens, but it doesn’t fixed by switching it back so I tested on template project too find the possible issue
has anyone worked on Curved UI widget for VR?
I saw a ue forum about it https://forums.unrealengine.com/t/curved-ui-widget-geometry-mode/223297 but it doesnt work for me as im using a button which has an image and during play, it doesnt show as curved
Hi, has anyone had any luck recreating a fully functional curved UI effect in Unreal? Currently I’ve got a world-space widget in my blueprint with Geometry Mode set to ‘Cylinder’ and I’ve set my “Cylinder Arc Angle” to the desired amount, that all works great. But I haven’t been able to update the angle of the arc at runtime. I can get it to cha...
Might seem dumb but I only just noticed the XR hand mesh has a mirror Bool that the Animation BP uses. but I migrated the hands and the mirror bool is gone so where was it . you cant put a value on a mesh. confused
i'm building a game for Oculus Quest using MetaXR plugin. I have setup everything properly and checked against multiple peoples setups for how to do it (use game instance to call OvrPlatformSubsystemStarted etc).
The event runs but returns false on OvrPlatformReady, even when deployed. Not sure where to go from here.
I have passed DUC and been approved for store etc, but dont think thats the issue.
Has anyone ever parented a mesh to a vr camera? I was trying to get a sort of helmet object on the player and attach it to the vr camera, but the object seems to have some either rounding issues or something else so it appears jittery. Anyone know how to resolve this?
Additionally, is there a way to get the ipd in blueprint?
hello, i need to mute a video. but it seems the video is playing the audio directly, skipping the submix i use to mute the audio. anyone has any idea how to solve this? thanks.
hi yes, I updated an old repo to handle this
this was the original repo. I did a pr for 4.25 at the time. I'm currently using it in my 5.4 VR project on meta quest
https://github.com/skeskinen/MeshWidgets
it's kind of neat because I used it to make a guantlet on the players arm that is a touch screen
I added that into the engine too, didn't realize there was an existing thing
I'd like to see them let you selectively enable Support UV From Hit Results per-asset in the engine so you don't have to pay the memory cost over the whole project on all meshes
Would anyone know how to make the hands in the VR template interact with Niagara fluids, like the gas master emitter?
Grabbed objects interact correctly but the actual VR hands dont, which I'm trying to figure out.
I've messed with collision settings, and added collider tag to hand mesh in VR Pawn and on the niagara fluid collisions page. Something critical I'm not understanding about how the hands work
Dang, I go to the pub for 10mins and so much scuffed info regarding 5.4.4 on Quest, all anyone needed to do is update the Target SDK in Project Settings to 34 and SDK API Level to android-34.
I'm heading back to the bar 🙂
For anyone using the UpperBodyIK (UBIK) plugin do you also get this list of warning every 0.005 seconds when the player blueprint class is open. The editor turns super laggy because of the plugin, probably caused by the constant writing of the warnings? It is not affecting the runtime mode. That same list of messages in the output log is written like every 0.005.
Has someone figured out how to solve this
Atm if I do a lot of edits to the player class and if I want to do it without lagging, I have to set the animation blueprint to NONE and clear the output log console
hey, thanks for the info
by any chance could i ask you for what changes you made so it works with 5.4?
or if you are able to send me the updated plugin
I was able to open the project in ue 4.27 but im not able to figure out how to use it in 5.4
I tried UE plugin migration tool but it seems there are some issues with the source
there's more surprises after that, don't worry
tbh I don't remember, I think it's compiling with warnings still. I need to do a solid sit down with it to make sure it's totally up to snuff.
I haven't been able to package it for latest version, there are some issues with the source code which would take too long to figure out lol
i will send the txt file
i'll check it out, thanks a lot
I'm not currently using it in anything, but my uproject says it's enabled so 
gotcha
hmm unfortunately it did not compile for 5.4 when i added it into a new project
i'll try opening it in a c++ project
Hi!
If I want to create a menu, the game's main menu, and show it always in front of the user, how can I do it? Or maybe, this is not the way to show a menu, but I'm newbie.
Thanks!
You can look up on YT how to use UMG to make main menu for your game
Thanks. I know how to make a main menu, my problem is that I don't know how to show it always in front of the player.
I will rephrase the question:
I’m developing a game and I need to create a main menu. I know that it must be a 3D object to show it in Virtual Reality and I know how to create a menu, because I did it before for other games.
My problem is that I don’t know how to show the main menu in front of the player. In other words, I have no idea about how to show the main menu in a VR game. Should it always be visible to the player or appear in one part of the screen? I’ve thought to show it always in front of the player, even if they turn their head.
How should the main menu be displayed?
i HATE menus which are stuck to my head for some reason
i've played around with several things, and floating in the world felt always more natural to use
OK
You can add a toggle to make the menu open / close (much like the VR menu for restart/reset/real life)
I would recommend making it appear in front of the player as a pause menu instead of always in front
You can set the 3d widget blueprint setting to world instead of face
Thanks.
I’ve not run into any issues, compiles and packages fine.
it has to be in a c++ project. You'll need to clear and rebuild it. I pulled it out of a branch I'm using a custom engine in
what I mean is the more quest dev you do, the more issues you find with unreal for mobile LDR. unless you are working within the constraints of course.
How much jitter exactly? I started seeing this as well as I've been working on a character mesh, but I thought it might be due to my hardware since one of my lighthouses started to fail. The jitter is probably only a few millimeters though
So not really regarding set-up, building and packaging for Quest. The fun related to UE production is endless on all platforms 🤣
yupppp. I got to the point where I can't use stuff like landscape as it's too expensive. Also, since I have no post process, no custom depth stencil, no distance fields, etc I'm writing my own render passes just to do some simple masking 
It's the Unreal way: make it work kind of, then adjust the source for a year. Then, you find out that the target device has new requirements and you start all over again. Fun times!
yeah, been playing this game for 8 years. I still haven't released anything. It's so depressing
it worked, thanks
sadly it crashes the project whenever i try to move the mesh widget, not sure why
it likely needs some love. the idea started in 4.23 or something
No idea what happened, but rn my project is darker and the lasers I have been working on don't work anymore ! I can't even see the debug !
OK what has changed between 5.3 and 5.4 because Updating a 5.3 VR Template to 5.4 causes picked up skeletal meshes to still be affected by the vr hand movement after being dropped. they wiggle and jitter around when the drop hand moves . need to solve this as I have a project that I uses the 5.3 grab component that I need to update to 5.4
Does anyone know why the trigger input would suddenly stops working ? The hand moves ingame, but nothing happens.
Ok it's really frickin urgent. The trigger works on controller, but in bp it doesn't, nothing happens.
There's 0 reason for it to not work at first sight, so I really need help now.
@olive junco you can check that by debug on controllers
im not sure if you are using trace hit or using controller aim ref
you can also check your input mapping
The mapping hasn't changed at all, and it was working fine this morning.
What is the XRDevice Visualization Component? Is it a component to show something?
"handles visualization of tracked devices such as motion controllers". i think its to show the headset and motion controllers meshes
hey everyone, i tried packaging a hololens projectand deploying it to my hololens 2. but it just shutsdown automatically without particular messages. This is a log I managed to get, could someone help me find out what the problem is?
Thank you. That's the same I've found. There is not much information about this, but it is used in the VR template.
yeah if you look at the component and check the is visualization active, it'll enable the meshes. I think it can detect the headset model and display the corresponding controllers
Thanks, now I'm checking the C++ and I've found that inherits from UStaticMeshComponent: class XRBASE_API UXRDeviceVisualizationComponent : public UStaticMeshComponent.
Noice, glad i could help
I'm a little confused on how I need to set up my networking in Unreal to enable multiplayer on Quest standalone. I see that Quest has its own Platform SDK features for things like invites, but it also says you need to pick a networking solution that interfaces with that. They use Photon in the Shared Spaces example project, but it also sounds like you can use Epic's EOS, or possibly the session nodes?
You could even use Steam, but if you do you won't be able to put your app on the Meta store. They reject anything with Steam in it.
https://developers.meta.com/horizon/documentation/unreal/ps-setup/
Yeah, I'd have to exclude any steam plugins and their subsystem. Does this page basically cover the bare minimum for hooking into the Oculus subsystem?
a guide for sensible setup for multi end to end would be sweet
I tried to packagea game in vr, but it stopped with unknown error, here are all the instances where there's a warning. I ain't too sure about how to solve some of them, so, if anyone knows what to do, help is much welcome.
Got solved by just... having a proper VS installed.
I have a little issue with the size in VR, ther are some meshes on the ground that I just can't pick up because it's too low (and there's the ground)... what would a good solution to make the player slightly slower ? The World to Meters option in World settings isn't that great, since it doesn't change the hand meshes size.
you probably want remote pickup for stuff like that
What do you mean by that ? Sorry if it sounds kinda stupid, I just want to be sure I'm understanding well.
you point at an item, it is highlighted, you press a button and it comes to you. it works like that in many games, as bending to pick stuff up is often inconvenient
Worth considering. Tho atm, I have a laser pointer but it doesn't stop when interacting with a mesh, so if I implement that I fear there might be some trouble.
But regardless, how do you make that remote pickup ?
similar concept to laser pointer i guess, trace for stuff that can be picked up and do a pickup animation when there is one and user presses a button
Does anyone know how to stop a VR player going through the floor when snap turning?
Hello, I have a Rift Headset and a Quest 2 headset and I've noticed that the Quest 2 has a 10 fps drop compared to the Rift, why? is this normal?
is the effective resolution the same?
Q2 might be set to higher res. GPU uses extra memory and encoding compute to encode the stream to the headset.
anyone know the best method in CPP to detect if VR is active of not?
Anyone else going to be at UnrealFest Seattle? Would love to connect with more unreal XR devs. Seems like we are a rare breed...
Im trying to test multiplayer and have a vr character and want to test with a standard character as I only have the one computer and headset, is this possible
Does anyone know what could be causing this on Quest? Using 5.3.2
Hey @rocky nexus I have been busy with work for more than a month now. so now that I free some time, I am working on that same project and my "left hand system Gesture" is not yet solved, I follow your advise and I cloned unreal Engine source for oculus-VR. my question now is, following the link you sent, am I suppose to Replace "SpecialLeft" with "SpecialLeft/Right" ? I am little confuse 🙏
Yes! So to have consistent frame rates, the fps is sometimes cut in half until it stabilizes again. This is handled by the OpenXR Runtime and those are the "WaitFrame" CPU Calls.
You'd need to check your cpu and gpu times to see where the bottleneck is. I'd guess it's your gpu, just from looking that the world tick takes 7ms.
So for example, you defined in your openxr runtime to run with 72hz, if your game cannot get 72fps consistently (either there are drops throughout or your overall performance is bad due to cpu or gpu), it drops to 36 until it stabilizes again and then tries again.
Unreal Insight should have a way to indicate the gpu times (just above the cpu). You might find the issue there, or share it here so we can check (answer on my post and I get a ping, I'm just not looking here often :D)
Hi, I am currently trying to solve some performance spikes/hitches. I was hoping someone might be able to understand information on the following profiles: What could be the possible reason(s) for the WaitFrame (23.6 ms) being so much longer that the others in the graph? It doesn’t appear that it is waiting for the GPU as the GPU timers do...
Here is someone else describing the same things (WaitFrame). And it basically means "Wait for GPU to finish tasks".
Thanks for the response! the GPU also seems to be waiting for something else to complete isn't it?
gpu is up there
I don't have a GPU track, does that work on android?
Don't think it's supported 😔
oh good question, I don't know. I never got unreal insight to properly work on android
I checked, you are right, as of now unreal does not support gpu tracking through insight for Android. So you need to rely on the stats command or general tools (like renderdoc or https://developers.meta.com/horizon/documentation/unreal/ts-gpusystrace/)
Thanks for the info! 🙏 Will look into that
It looks like the Oculus fork of 5.3.2 gets a stable 72 FPS but the standard engine with the MetaXR plugin gets 11 FPS 🤔
Does anyone get good FPS on Quest headsets with the standard 5.3.2 engine?
i think my point was to bind it to gamepad special which hand tracked gesture uses, not to use fork
I'm still on 5.2, haven't tried 5.3.2, but I'm also mostly using MetaXR Plugin.
There I am able to get even 90 fps on quest 3 (but highly stylized)
okay
Hi, I’m new here and have been working on a VR project where I need multiple widgets to pop up in different areas of the level when the player enters a trigger box. I’ve been stuck on this issue for about three weeks and haven’t found a solution. I tried using Add to Viewport, but in VR, the widget shows up right in front of the player’s face, where the player can barely see the widget too, which isn’t what I want. I’ve also watched many tutorial videos and checked several forums, but nothing has worked so far. I’m new to Unreal Engine, so I’d really appreciate any guidance on how to correctly place the widget in 3D space. Thanks!
by placing them in world not in viewport. use widget component, just like the menu works in official vrtemplate
I have tried that. But I dont know and understand how to tie multiple widgets in trigger boxes. I have managed to have one widget show up by button press in the world space, but I am confused about it being in the trigger box. The attached BP is what I did for the button press widget in the VR pawn.
this is all you need to do afaik (at least in the fork)
you spawn the actor when player enters the trigger box. and destroy when leaves i guess. hook up the spawn node to trigger overlap
Thanks, I'll give this a try. So, let me be fully clear. I spawn the actor (widget ) and destroy it in the trigger box BP. When the actor is spawned, it will pop up in the 3D space I gave it to it when i dragged it into the BP viewport. Right?
not sure what you mean by that last part. you set the umg widget you want to show in the widget component to show it in world. check the settings the menu uses
i guess what he says is you create a blueprint inside which you place collision box and your widget component. so place this blueprint in your world depending on what want to achieve, when you overlap the collision box, you can toggle your widget visibility.
had a similar issue also 5.3. For me instanced stereo rendering and mobile multiview being on seemed to cause part of the issue (mobile multiview is still on) dont know why it caused this tho. Also If you come from 4.27 we lost cpu occlusion culling and the gpu version is quite taxing on gpu so we turned that off as our scenes mostly didnt have much occlusion to do (precomputed occlusion culling was also not working on 5.3 but that seems fixed in 5.4).
but I messed with a lot of settings in the end to land at a performance similar to what we had in 4.27 so its probably a combination of it all that made it run on quest 2 again
Hi everyone!
I was wondering if anyone has any experience building VR project for the Quest 3 that could help me out. The documentation online is not so good, so any help would be appriciated
Ping me or answer to this message if you do
thank you in advance
Question to anyone here using Physics based hands in multiplayer, How are you handling the replicated Movement of them
I have a 54 project that was upgraded from 5.3, currently trying to build in the meta fork of 5.4. Packaging is fine, but when opening it crashes with
unreal missing global shader fscreenpssrgbsourcemiplevelarray's permutation 0, please make sure cooking was successful
I tried running recompute shaders in the command line, but it immediately crashes the editor with failed to find shader type "frdgscattercopycs" in platform pcd3d_sm6
Tried replacing my entire defaultgame and defaultengine with a working one, but same error. Anyone seen anything like this before/have any guesses?
Edit: resolved after deleting all temporary files in the project and plugins, recompiling it and the Meta fork in Vs2022
What specific issue are you experiencing?
In my Meta Quest Setup Tutorial, I’ve added Distribution steps for people that get that far, hope it helps 👏
I was being unable to build a project with UE5.4.4
https://dev.epicgames.com/community/learning/tutorials/y4vB/unreal-engine-5-4-x-for-meta-quest-vr,
This tutorial fixed my problems
in case anyone else faces the same issues
Does someone already had the problem, where when you install an apk on your quest / headset and the application start in 2d in a windows somehow ?
im using ue 5.2
Start in VR not checked?
@sturdy timber Yes, it is. Somehow I think I need to install the META plugin, and right now Im repackaging to check it
Mmmm indeed I did not try lastly to build without the Meta XR plugin. It should work but maybe there is a setting somewhere that needs to be enabled. Did you use the VR Template as a starting point?
So it work, but now Im in the ground
Damn
Never saw so many problem to make something simple
Hi friends! does anyone have any idea why the player on a Quest 3 build would be spawning at a z of about 200 above both PC and preview VR? I'm basing my project on the Collaboration Viewer, so the code that handles spawning and such should be pretty much entirely written by UE themselves. The player does not need to be able to move in the scene and is stationary, so I am fine with manually overriding it, but with the default VR player controller they spawn super high in the air on the actual quest builds for some reason, even though when I run in VR Preview and on Desktop they spawn exactly where I want
@hasty valve I actually have the same problem. Somehow, it comes when you activate the meta plugin.
Just for a test, desactivate it and check with openXR if it fix the problem
I will give that a try, thank you for the suggestion. Is the Meta plugin not necessary for it to be able to run as an APK on the Quest?
yup I think
Hey @shell warren I'm currently experiencing this issue with "Unable to retrieve OculusXRHMD", get/set display frequency not working, etc. I also read your post on the Meta forums and none of the replies seemed like solutions.
Did you ever end up identifying the issue or perhaps a workaround for this? Thanks in advanced
so @hasty valve , I let the Meta Plugin ON, BUT I switched to Epic Native OpenXR when it come to the API
See if it works out
So now, it seems I cant see my hands anymre since I activated the META plugin
Im using VRE too
Hi hthazard,
The problem came from issues with the Meta plugin. I tried for a couple of months to get around it, waited for the new version of the Meta Plugin, but that one had the same issue. Abandoning the meta plugin and going back to the depreciated Oculus plugin allowed me to finish my app and publish, but as a result there are limited options when it comes to optimization.
I will say that they seem to have come a long way with the new plugin. Which version are you using?
Hey thanks anyways! Figured I'd ask since there's so little talk online about it. It's v65 which is the latest for UE5.3.2. Maybe I should upgrade to UE5.4 but I saw some known issues with it. Thinking I kick this SetDisplayFrequency can down the road and bank on a more stable UE5 version in the future 🤷♂️
On that note, it is not possible to publish on the meta store with 5.3.2 due to broken vr notify delegates
These were fixed in 5.4
Thanks for mentioning that, I read some of your posts about it and was curious
hi all - kind of a basic question but how exactly would i apply gravity to a VR Pawn?
Hi guys, not sure if anyone has run into this. When adding a widgetinteractioncomponent via c++ the code creates the arbitrary arrow component. The arrow shows up in the compoennt view but serves not purpose whatsoever and is not actually visible anywhere.
just enable physics on the capsule.
just send the location via rpc on tick
Hello everyone I need a someone who can help me with fallout mods
Do you have a specific question?
Is fallout built in Unreal?
i wanted to try that but im moving the character via hmd location in room space
so what is the physics doing?
just gravity but if the hmd was a child to the collider, the hmd will just move outside of the collider space
for gravity though, must it respect the hmd position or not? so can your pawn fall away from the hmd. this is going to be very tricky
yeah it will need to respect the hmd’s position since the hmds movement in the room is controlling the locomotion
then you can't really have gravity because the hmd is always going to lock the pawn in place.
i was thinking it would work using a distance check of some kind - something like a collider that isn’t a parent to the hmd
maybe you can explain what effect you're trying to produce and then it might be easier to see a way through
im trying to set something up where if i walk off a ledge, i drop down to the floor below. the hmds room position is controlling the movement of the character
your best bet is to reparent your pawn to a character class. i think this will get you closer to what you want to achieve, just make a copy and see
will try that thank you!
you can swtich cameras, is that what you're asking?
use a render target and a widget in world space
bear in mind this will hurt performance
scenecapture2d- render target - widget with an image
that is the solution, there is no way to avoid dbl render
you can tweak render quality on the scene capture. but if what you are previewing is static, then you can set the capture to only render on move
that will save the performance
you can get away with pretty low resolution on the capture if the view is small, but rendering stuff another time certainly is not free
hi there guy i just want to make a wrist menu (but in front of hand, later i want instead of hands just a controller model, and menu over it) so i made an actor with scrollbox inside and i want to activate mouse, becouse i want to have lasers inside entire game, can i add mouse interactions inside level blueprint
why would you do it in the level blueprint, surely you have the widget interaction in your other hand?
I do character class, you may want to look into the new mover 2.0 though which is supposed to be more easily customizable especially with networking.
Another way to get gravity without changing the class is to change the pawn movement component to FloatingPawnMovementComponent, which is what the engine's spectator pawn does, I think you can further derive FloatingPawnMovementComponent and add gravity to it pretty easy but if I remember it isn't replicated as well as character if you are planning on multiplayer
that's really interesting thank you!! yeah figuring out hmd movment controlling the pawn's movment has certainly been tricky with the camera not being able to move the root. will look into this!
One approach is make a vr root component, and when the player is moving around the room, detach it and move the character towards the camera. when the player is moving artificially with the joystick reattach it and just move the pawn. Most movement components move through acceleration and you have to do some damping and thresholding and stuff to avoid it going unstable and overshooting the head.
When you rotate or click turn make sure to rotate things around the player camera as the pivot. you can do something like temporarily attach the vrroot component to another scene component at the camera location before the rotation, and rotate that temporary pivot, or do the transform math manually.
One thing to watch out for is if you use 'control rotation' from the player controller for anything, things are hardcoded for FPS games or something to apply control rotation very early on in the overall tick order, earlier than movement and other input is processed I think and earlier than the camera manager updates the vr camera (hardcoded to happen almost last). And also vr camera components are hardcoded to update very late by the camera manager. You can get the updated camera data earlier on with an extra motion controller component with source set to head.
ah that makes sense! would there be a way to apply gravity to the camera so if the player walks off a ledge they fall? i found this tutorial which seems to lay out what you're describing but i wasn't so sure about gravity
In this video I explain my process in creating an IK body for VR in unreal engine. You can follow along or skip to any of the chapters if you're simply curious about how I've tackled a specific component:
00:00 Introduction
00:17 1.0 Setup
02:47 2.0 Body - Pawn Setup
04:03 2.1 Body - Basic Logic Explained
05:05 2.2 Body - Distances
07:25 2.3 Bo...
the way i'm currently solving gravity is i have a child collider to the hmd camera and when the collider's z is less than the camera's, the camera falls to meet it
What I do is just when falling/sliding leave the vr root attached. That works well enough for most stuff but if you had a game that had a whole lot of sliding and flying/falling, you might want to also want to push their VR root to get the camera back over the capsule towards the capsule some while it is happening, it will mostly follow along while attached and stay right on it and usually they aren't walking much in real life while falling/jumping/sliding around in game though.
If while walking around their real life room they diverge from the capsule by walking through game geometry and the character can't reach back to them you can do some kind of fade out and rate limited teleport back to the capsule position, or teleport the capsule back to them when they get in a clear area, or try and block them entirely by continuously movingthe camera back (probably want to black out/constrain FOV during that to avoid motion sickness), depends what kind of game and if you need to prevent cheating through geometry etc.
mordentral's plugin has a customized character class that implements a lot of that stuff too that has good replication of everything
I think he has a lot of options for it and climbing movement which I haven't implemented yet. I will probably switch to Mover 2.0 before putting in any climbing
the survios people gave a pretty advanced talk on doing a more physical bone works kind of setup for their new alien game at unreal fest, but they kind of ripped up and reimplemented character movement component I think in a way that maybe wouldn't be needed with mover 2.0
another thing I do is increase the threshold where the capsule will try to reach the camera when the player is below their calibrated height, with the idea that if they are leaning over an edge or something to look down you don't want them to fall off
but if they are standing tall and go over an edge they probably are trying to fall off so the threshold is narrower
that also helps with animating leaning around
checking out this plugin now! the thing that confuses me about the VR root is how i would actually get gravity to apply to the root. i have to double check but i don't recall being able to make a scene component the child of a collider
i'm not doing any controller movment its out of a mocap suit for a vtuber setup haha
if you always attach while falling, it will just pick up gravity from the character
but detaching while grounded lets you walk around IRL freely and then you drive the character movement to follow the camera
so i would have a scene component called vr root, which has the character mesh, vr cam, and collider as children right?
and when walking around i detatch the vr cam and have the vr root, character, and collider follow?
character is kind of rigid, so mesh will be attached to the capsule
while moving artificially with the joystick or falling:
vr root will be attached to the capsule too at the bottom (if you have tracking space set to floor origin), but offset in XY to put the head over the capsule
while character is grounded and player is walking around IRL:
detach VR root (so it doesn't move with capsule), and instead move the character towards the camera with movement inputs
@paper trout I put this out a long time ago when I first did that setup:
woah this is exactly what i'm looking for!
I think I was using a separate pawn at that time that would attach and detach from the character, but it is easier with just vr root component and customized character class so you have less tick order stuff to deal with
ah this is starting to make sense!!
oh also even when vrroot is attached, always move it's Z height on tick to match the bottom of the capsule
so they can walk around their room but still go up and down hills (like with the stairs in that video)
okay so to recap -
create a character class with a scene component (vr root) and character mesh as children to the collider
when i'm walking around, detach the vr root from the character class and have the character class follow it around
when the z of the character class is lower (or higher for stairs), reattatch the vr root to the character class?
and then when they're within the z threshold, deattach again?
when character is grounded and not being moved with joystick, detach vrroot, but always still update world position Z so they go up and down hills in game
when using the joystick or falling/flying/sliding, attach vr root back to the capsule (but don't necessarily reposition it) and no longer do anything driving the capsule to the character (since attached it will just perpetually push it away and never reach). you can stop updating Z there too since it's attached and will pick it up
docs seem really messed up lately and aren't searchable on google anymore.. but make sure with that setup that tracking origin is set to floor:
doesn't link the enum values anymore..
Set Tracking Origin
yeah
you can do it with other origins but would have to offset the VR root to get the floor in the right place
so when you say update world position z you mean update the world position of the vr root to match the collider / character class's z
yeah, and it will be character capsule - capsule half height (there's a node to get that), because they origin things to the center of the capsule
part of what survios did reimplementing character capsule was make it origined to the bottom, I think because they did crouch adjustments continuously changing the capsule size and then that can unintentionally introduce velocity into their physics stuff
I think the mover 2.0 is more flexible with that stuff and you could probably origin the capsule to the bottom of the capsule there too
also the engine has a hardcoded thing that makes the bottom of the capsule not quite line up with the floor:
const float UCharacterMovementComponent::MIN_FLOOR_DIST = 1.9f;
const float UCharacterMovementComponent::MAX_FLOOR_DIST = 2.4f;```
so you probably want to go 2cm below the bottom of the capsule or the feet could float a bit
that's really good to know!
yeah the move stuff feels a bit over my head atm the big block for me has been since this is a vtuber setup in a mocap suit, the movement is all derived from irl movement and i hadn't considered gameplay movement before
this has been wildly helpful charles you have no idea
np
you could also do stuff tracing to the floor below the head etc. to find the height, but a lot of stuff you'll have to do if you want them walking off edges and jumping and stuff is already implemented in character. Character is more necessary if you are doing multiplayer replication, it handles a lot of intricate stuff for that
ah i hadn't considered jumping
also when you attach to character you can tell it to attach positional only without inheriting rotation, or just otherwise turn off the thing that has the camera drive the rotation or else it may rotate your offset vr root and have problems
i suppose i could have it set so if the hmd goes above the z of the collider threshold i could have the collider briefly follow it when im jumping irl
there is somewhere you can query character movement state and just see if it is grounded or not
and treat jumping the same way as falling
if jumping is controlled via hmd movement would i querry if grounded when the vr root goes above a z threshold and if so, jump?
also - when i detatch from the character class, will it set my vr root to whatever its offset was in as a new world position?
ah yeah you could do that but that might fuck them up for landing IRL when the floor moves out from under them 😆
I've always just had an artificial jump button for any jumping stuff
yeah artificial jumping might be the right move
with full body you might want to just have a separate character mesh attached to the VR root and hide the character one just so it always matches up and isn't stretching away from the capsule to meet their IK points
the character one is good without full body because you can mix in its leg animation with the head and hands and there are a lot of anim graph assets out there for characters that drive the jumping/falling animations and stuff
that's super helpful
this mught be taking a step backwards, but the if the camera is a child to the vr root, how do i get the vr root to follow the camera irl? or should the vr root be a child to the camera?
camera should be child to vr root, every tick it will eventually automatically move relative to whatever it is attached to, so it always treats its attachment root as the vr origin
oh so scene components follow their child inherrently?
no children follow the parent, but the motion controllers and camera update their relative position to the parent, which they treat as the vr origin
for full body I would have:
-character capsule (character root)
-character mesh (hidden or possibly reattached to vr root)
-vr root (attached to capsule sometimes when needed, othertimes detached and just living in world space)
- camera
- motion controller/full body trackers
- your full body mesh (second one or reattached character mesh)```
I'm not sure if there are any issues with reattaching the character mesh, the character class may make some assumptions that it is attached to capsule
but mostly it is cosmetic anyway
I think it does do some stuff with handling the animation tick order of it to happen after movement component and some other stuff
ohh i see so what if my irl movement is currently controlled by the hmds location in the room?
vive trackers have been pretty broken for me so i’ve been using my hmds room position to control movement
for three point tracking I have:
-character capsule (character root)
-character mesh (hidden or possibly reattached to vr root)
-vr root (attached to capsule sometimes when needed, othertimes detached and just living in world space)
- camera (reach head to it with IK)
- motion controllers (reach these with IK)
but that's to have the capsule and character animation drive most of the lower body
when IRL movement is controlling the character that's when you detach, when artificial joystick or falling is moving the capsule, that's when you attach and have all the VR stuff follow the capsule
and while IRL moving and detached you then drive the character movement to match up the capsule with the player, mostly just to get the ground height, but also so that when they do articially move or fall it will be in the right place
when artificially moving the capsule will handle things like sliding against walls/obstacles too
that all makes sense but if the camera is the thing controlling the movement irl, since i’m using the hmd for irl movement how would i get the vr root parent to follow it?
or is vr roots location not as important as the hmds for the character to follow?
like in that case would i have the character follow the cameras position rather than the vr root?
yeah just drive the capsule to try to line back up to the camera, vr root could be anywhere once they walk around their room
dude you are truly amazing i’m so deeply grateful for you taking the time to answer all my questions
if you know the hips from your full body tracking it might be better to drive it to that
but headset will probably be the most reliably always tracked thing
yeah that’s what i wanted to do but my quest pro refuses to play nicely with steam vr for face tracking purposes
so i need to create some kind of script that circumvents that outside of unreal it’s such a pain
for three point I do a crude body estimate taking into account head and hands and I think I'm driving the capsule to some slight offset of where the head meets the neck bone
but I also do that stuff with having the capsule not catch up to as strict of a threshold when leaning down and some other stuff
that’s a great call i’m going to try this!! thank you so much man
fingers crossed i get this working and eventually find a way to get the vive trackers to give me location without steam vr
Hey everyone, fairly new to VR development, so not sure if this is something I am doing wrong, I have a lovely 4k uncompressed texture for my sky, set to Skybox and no mipmap generation, looks great in editor, very nice, go onto the kit, compressed pixellated, I am confused? Its not the only texture in the game trying to do this either. Some of my FX are too, I have disabled VRS on the materials to see if that helped, I'm at a loss as to why even for Debug I can't get 1:1 on the kit from the editor. I have set up device profiles too and set the texture quality and effects quality to 3, and 2. Is there something I'm missing? I mean I am currently block encoding at 6x6, but this is like not just a little bit bad its like.. unacceptable?
sounds like half float precision in materials
hey did you find a solution to this?
This was it, thanks very much.
im using vrtunnelingpro-ue4 and with few tweaks it works fine
are you using it on quest?
yes
it uses two meshes with wpo to animate the circle clonsing, iris style.
or rather one mesh with two materials
oh excellent. i was hoping for a mesh based solution and no transparency since im using application space warp
the inner part uses transparency, but you could disable it easily enough
hm dang, im building the plugin now and ill see how it goes. before you commented I started working on my own solution where I made a mesh circle with a cutout and i was gonna scale it in blueprints
what unreal version are you using and are you using the plugin as an engine or project plugin? I'm using 5.3.2 meta fork and can't compile the plugin - some of the includes error out. im about to try building it as an engine plugin
im on 5.4.3 meta fork
i do have it in project, and had to update it as i was updating from 4.27
but nothing substential i dont think
could you provide details on how you go it to work? I get the compile error Cannot open include file: 'XRMotionControllerBase.h': No such file or directory. Looking around I saw someone else have this compile error with another plugin and they said "they moves the XR stuff to a plugin that can be disabled for non VR users so pathways changed" Not sure what to make of this. I'm not the best with C++ so Im in over my head with this one 😂
perhaps you need to add stuff to PublicDependencyModuleNames in build file, it dont have very clean commits for that stuff :d just one with 300 files changes and 'ue 5 fixes' lol
what is the best/correct way to enable/disable motion tracking for a specific MotionControllerComponent? I can't manage to find a function that does this in the component itself.
disable the component maybe? motion tracking is kinda the point, i doubt there is a function specificaly to disable it. or maybe swap to different tracking source, hide it or some such
I done passthrough according to this tutorial yt - Setting Up Meta XR Passthrough For AR in Unreal Engine and it worked, i could place 3d objects in my room, but later, when i ran game few hours later it broke by itself and passthrough is over every object and i cant see hands and any 3d actor. what can i do to fix it (i can see them on monitor...
set user index to -1 if I remember
may be able turn off tick instead
Setting user index to -1 did the trick! Thanks for the insight 🙏
Hi, I am new to the server and I would like some help on a problem I am struggling to resolve in Unreal Engine 5 Virtual Reality Blueprints. I am using the PICO 4 Headset with the Plugin. The feature works to go into VR, however, the VR Player height keeps sinking to the ground, even though the offset is setup to 120. It sometimes works and it sometimes doesn't work. Is it due to the PICO's calibration setting?
Here is the blueprint setup for it. Unfortunately, I am not allow show the whole project.
Hey folks, I'm new to VR development and have what I hope is a simple question: I want to run the CollabViewer template (which supports VR) on a Quest 3 but it uses Datasmith which does not support Android so I can't package the project specifically for the Quest. Is the solution to package for Windows and then add it to the Quest Link library and stream it to the headset over USB?
I have Meta Quest Link app running and the Unreal Editor also detects my Quest 2. But when I launch my app in Quest 2, I just simply shows like this.
I wonder what am I missing here
Could anyone recommend a good stereo 360 video export plugin for 5.3?
Alternatively what’s the current best practice? Movie render queue? The last few plugins on the marketplace I saw seem a little outdated now.
hey charles, would it be possible to take a peek at your movement code for this? my set up sort of works but the movment is really janky
this is what my setup looks like to calculate movement and have the body and collider follow
i'm running this every tick, but the body stutters and doesn't move every frame
it's something like this. the catchup movement threshold pin is disconnected and replaced with something much more complicated though, more aggressive when moving to behind the head since you can't lean back much in comparison to leaning forward, and I grow the threshold as you crouch since you can be leaning forward over an edge and don't want to suddenly walk forward and fall off, and different thresholds for beginning to do movement vs ending it (for "hysteresis" to keep it from suddenly activating/inactivating over and over when right near the threshold)
a lot of those use cases you probably don't need with full body IK, could move the capsule towards the hips always or to the median of the feet or something and probably not have any problems leaning over edges
thank you SO much. going to dive innto this!
does post processing work in quest 3 , I cant seem to get stencil to work
I am currently working on a VR project where I'm trying to dynamically deform a mesh inward along a spline. The spline is attached to an object, and I want to either deform or remove the section of the mesh near the spline points. However, I’m having trouble identifying the vertices that are close to the spline and applying the deformation or removal effect.
Could anyone guide me on how to achieve this? Any help would be greatly appreciated!
hello! i am having an issue with a landscape material in ue5.3 to quest 2, does quest 2 support mipmap generation? it seems to be just a problem with the landscape only, im not really sure why it wont scale the uvs correctly for the close LODs
might depend on how your character and locomotion is built, if it thinks the Actor is far away somehow, perhaps
Has anyone tried recieving a video feed in a standalone app on Meta Quest? I'm looking at NDI or pixelstreaming, but could not get it to work on the headset. Maybe its a permission or networking thing. Just wondering if anyone has managed to do this yet.
Hi, I'm new to virtual reality development. I'm testing my first program and I noticed that the position of the hands doesn't match the position of the VR controllers. I stopped the program in Unreal Editor and it automatically opened Steam VR with the correct position of the hands. Is there a way to get the hands in the correct position?
It's worth noting that when I started the application, the controllers were on the table and when I picked them up, my hands were still in that different position from the controllers. When SteamVR started, the controllers were already on my hands.
Thank you!
Does anyone know how to make it so that when I move the VR controllers in the real world, they move within the game?
make sure you load the meta driver first, then unreal, then when doing PIE sometimes you need to click back into the window to 'front' it in the system and receive input
@lusty whale
Hey everyone, how do you match the Editor LOD Levels to built APKs?
Setting r.StaticMeshLODDistanceScale to 0.5 doesn't do the trick.
Specifically on MetaQuest lineup
Thanks!
does anyone know if stencil effects work in unreal engine 5.4.4 a nd quest 3 when you pack it?
Masking enables you to alter specific parts of your final scene without affecting everything else in it. There are several options in Unreal Engine to perform real-time masking.
In this episode of Unreal Tips & Tricks, we focus on using the Custom Stencil Buffer in a Post Process Material which allows us to alter how multiple objects are rende...
this is making a ton of sense! thank you again. quick question about the cast to shooter movment node, is that just to get max speed? as in if i'm not casting to that, i could just set a max speed in this the character blueprint instead?
I think it was because I was also driving spectator pawn and maybe checked that earlier and did something else for it, you can hardcode make a var if normal character movement doesn't have one
amazing thank you!
I’ve at least made a outline material using stencil buffer and post prosessing volume. I think masking should be possible as well.
When running a project on the Quest 3 device, with the tracking origin set to "Stage," the in-game direction is determined by the direction you are facing when setting up the boundary. Is there any other way to change this direction?
When using the "Floor" as the tracking origin, even though the player enters the game from different locations in the physical space, their position in the game space is still set to (0, 0, 0).
does anyone know if its possible to use a quest pro for openxr facial tracking? currently i'm using the meta runtime but i'm also trying to use vive trackers, but steam vr and unreal engine keep crashing eachother using the meta runtime
alternatively, has anyone gotten vive trackers to work while using the oculus runtime?
so sorry for all the questions about this - i've managed to get the collider to follow the camera, but only when physics simulation is off? oddly when simulation is off the character moves with the camera as expected but it's wildly jittery
i thought it might be weirdly interacting with the collider but the character mesh doesn't have any physics enabled
haven't done the feathering yet
setting the scale to 0 does stop the jittering so i imagine i just need to implement the second part
is here any one that want to help me with my project?
Hello, all anyone using virtual keyboard for Quest with Webbrowser widget?
I need some solution to allow using webbrowser widget on quest with user input. I am able to see the webbrowser with 5.2 but cannot force it to take inputs.
[Research purpose] Does anyone here own a VR/AR Game Dev agency or a company? If yes then would you mind sharing your website please?
Feathering it out will slow it as it approaches and prevent overshooting and overcorrection. You also probably want a window where if it is close enough (few cm) you don't do any input at all.
you rock thank you!
is there a reason turning on simulate physics causes no movement? i figured it would have no effect
Character movement component is considered kinematic and not physics, not sure what all happens with physics on. Mover 2.0 can do full physics based
oh interesting does gravity work with kinematics on and physics off?
Has anyone used the big screen beta headset? It looks like it'd be super comfortable but I still don't know if the resolution would be enough to actually work virtually full-time as opposed to just using a quality monitor
Yes, it does traces and capsule sweeps and stuff to do it different than the physics system but still implements some physics
Excellent! Thank you again!
Hi, I'm new to blueprints, and I'm trying to create a virtual camera controlled by a VR controller. I also want to fly through the scene using the thumbstick. The problem I'm having is that I can't control the camera's position when it's connected to the Live Link component. How can I combine the tracking data with the thumbstick input to move the camera?
are you in playmode by any chance? Can't really tell
Let me think, because using the livelink is absolute... Uhmmm
no i am not, i am using the -xrtrackingonly command to get the tracking working in editor
You could have the thumbstick affect the relative position of the CameraComponent
Ah, you're using LiveLinkXR? They still haven't fixed that issue?
unfortunetly not
But yeah, it looks like your thumbstick is affecting the Blueprint's SceneComponent, maybe have it affect the CameraComponent instead
okay only problem is that this is a VCam actor which is in my understanding created in C++, as i said am new to programming side of UE. There is a VCam component on the VCam which allows to remap the VCam controls like pan for example.
would you recommend attaching the VCam to a actor blueprint that is moving the attached VCam?
That is also a good idea
With the actor it is attached to being the one controlled by LiveLink?
yes, i can add the live link component into the actor and not the vcam itself and control it this way
and you say you're new... 👏
so i am applying the live link into the actor and call up the thumbstick input and apply it before the live links position change right?
It'll be after I think
I mean, it's worth a shot to try it and see if you like hte behaviour
alrighty, i'll try it out, i problably have to look it up but i'll manage it somehow, thanks for putting me in the right direction
So we're starting a pretty large VR experience project and it's been a couple years since I really dev-ed heavily in VR. I'll probably have questions, I'll try to answer at least as many as I ask! Hi folks!
Happen to know if 2.0 uses quats internally?
Hi there,
I am working on Unreal Engine to make a demo on VisionOS, I am able to change native UI of VisionOS application using SwiftUI.
My next challenge is to run SwiftUI native code from C++/Objective-C.
But when I enable this setting as shown in screenshot I am getting the following error while pacaking has anyone faced the same error before if yes can they help me fixing it.
UATHelper: Packaging (VisionOS): [1/6] Generate Header UESwift-Swift.h
UATHelper: Packaging (VisionOS): error: generate-pch command failed with exit code 1 (use -v to see invocation)
Edit : As per as this stackoverflow link : https://stackoverflow.com/questions/45372088/generate-pch-command-failed-with-exit-code-1-use-v-to-see-invocation-in-xcode Xcode is unable to find UESwift-Swift.h header file.
So Unreal dose not creates header file by default so I created this file, but as mentioned in stackoverflow discussion I can't find Bridging option in build settings of Xcode project, I am really new to Apple Development and eco-system so really sorry if I am doing some nieve mistake.
Thanks in advance
I haven't messed with it yet
Did you figure this out?
Hey, I have built a simple test project using UE5.4 to run on the Quest 2. I have the server running on my pc as a listen server. The game runs on the quest but wont connect to the pc at all. Im using advanced session and with another pc i can connect fine. any advice on troubleshooting would be great.
sorry one last question! when reattatching to component, should i be using keep world as the location rule?
i have gravity sort of working but coming into some issues re-detatching after the fall
keep relative seems to send me across the level even though it's set to 0,0,0
the link is my attatch / detatch setup and the screenshot is how im checking the z threshold
Sometimes you have to flip a coin about using Attach Component to Component or Attach to Actor. Change anything, and flip again.
its been haunting me for days
yeah, for rotation too
I would just always follow z exactly
so like if vr root z does not equal root z, attach?
oh no sorry I thought you were following z only after it got away from a threshold
for attaching it during jump or whatever better to check the current movement mode of the character movement component, and just see if it is grounded vs falling
switch on all the possible states and decide what to do for each
- take into account if moving with the joystick and usually always attach for that
I would iterate the multiplayer code without using vr and I would use the redpoint games blueprint eos plugin. You mention listen server so I assume you’re planning on using eos.
Anyone know if enabling Mobile HDR in unreal has any trickling impacts, like disabling some other niche project setting?
I seem to be getting a consistent visual bug in the Meta fork of UE 5.4.3, and its only solved by enabling Mobile HDR. However, enabling mobile HDR causes Mobile Multiview to render in one eye. And I seem to need to have multiview enabled to enable ApplicationSpaceWarp!
So I'm hoping MobileHDR actually disables something else thats causing this visual bug. Gif is the bug thats fixed by enabling MobileHDR
Thanks I will look into that plugin. Currently im confused on how to correctly configure the EOS settings in the dev portal
its main tricky impact is that it barely works and is very heavy
So it seems like its not even MobileHDR related.. I created a VRtemplate in the meta fork and mobileHDR can be disabled without issue.
I copied over the entire config folder but still get this bug in this project, and only this project. I tried with all the VRtemplate defaults so its not a map/setting/ppv/blueprint issue.
Video is the VRtemplate map in the broken project
Both are enabled. The weird thing is toggling any of these settings does not cause an issue in the blank VRtemplate project. Only in this other project upgraded from a previous engine version
aye. In fact I copied the entire config folder from the working VRtemplate project. So every single project/engine/input setting confirms to work in the template project. Something other than a project setting is causing it 😭
I just created a new branch and seemingly solved it. did some diffing and the culprit was the .uproject file.
Since the uproject was uploaded to my version control after recompiling it, it seems to have affected anyone who pulled it down, as the warning to recompile the uproject didnt pop up.
Deleting the uproject causes unreal to force you to recompile- this seems to solve my issue !
So Megalights and all this new fancy stuff work flavorlessly in VR?
hey has anyone had the grab component suddenly stop working?
even on the vr template map it's giving me grab failed errors
it is workng on a new project but the grab component code is identical
just the bog standard setup for it
i know that's all a bit vague but im wondering if some kind of project setting got disabled or something?
Check to see if the PIE window is fronted; if not, the input will not arrive in the game
i’ll try that! what does fronted mean exactly?
Hey, my camera is freaking out on occasion while in VR on UE4. The tracking is working, but for some reason it flickers between the view being high above the player pov, or at the correct height
Any ideas what might possibly be causing this?
clicking the mouse into the PIE window
thank you!!
is there a way to change eye distance in vr? like the distance between each eye
that is usually achieved by physically moving the lenses on the hmd
Hey all, has anybody here successfully joined a listen server on pc from there quest ? I cant get it to work at all
hi there - im back with my grab component error - after some debuging i saw the motion controller location isn't actually lining up with where my irl motionconrollers are - basically they seem to move in the oppoisite direction. does anyone know how to slove for this?
use the worldtometersscale node, if you don't scale the tracking/head movements at the same time as changing IPD, and just change IPD alone, it will cause sickness because moving your head 10cm will appear to only move it by the fraction of fake IPD to real IPD
Can anyone confirm if stencil buffer is working in unreal engine.5.4.4 and quest 3 I asked on the meta forums but they never answered https://communityforums.atmeta.com/t5/Quest-Development/Does-Stencil-Buffers-work-in-Unreal-5-4-4-and-Quest-3-its-not/td-p/1249493
if im not mistaken, didn't stencil buffers use to work in quest development? I cant seem to get it to work in quest 3 and unreal 5.4.4 https://www.youtube.com/watch?v=PiQ_JLJKi0M can anyone here let me know if this ever worked ? And if it did how do I get it to work again in quest 3 and unreal e...
I thought I remembered it use to work
I don't know if this applies of if has been disabled https://communityforums.atmeta.com/t5/Quest-Development/Stencil-Buffer-Seems-to-be-disabled-on-Quest-Pro/td-p/1031362
is quest 2 capable of supporting all the same features of MR as quest pro / 3 / 3s?
specifically depth (not color passthrough, obv)
I guess this all leads to, do you have to build two separate packages for Meta store to support q2 without depth and more advanced features for q3 that require depth?
or is it possible to toggle Depth in the compositor at runtime depending on device? or what 😅
I am creating a game that was a default VR template at the start. I have it setup so the server is a mouse and keyboard with a custom pawn. The clients are VR pawns. Everything works ok, create session, join session etc. On mac when i open the game as the server i get a stereo view with no menus, mouse control etc Dos anybody know why this only happens on mac not windows ?
hi all - does anyone have tips for setting a character's position to match the players eye line? i've sort of been hard-setting it in the relative transform in the blueprint but get somewhat mixed results
why my laser pointer touch component only when match depth axis
i want to make mouse over but with laser pointer in vr how to do it
so you want a laser pointer to point to where the hmd camera is facing + where the mouse clicks?
a have an actor with widget, when hover need action
mouse click work i have them, where i need, i just want hover
actually i did it, i wrapped entire widget in button he has hover event
but it seems to me, unusual
that usually checks if widget is interactable, such as button, before the pointer is visible
Which function are you using to determine whether it's VR or pancake?
If you call Enable HMD = False, make sure it's not only called on the server, but the client as well since it sounds like you're using a listen server
thanks i use button but i have another problem
Im trying to make a hand menu and try to make it toggle, but when i set it visibility to false it still hits laser
so i tried to refference widget inside and go straight to widget parent and set it hit vissibility to collapsed but dont work, pointer still stops on menu
hand menu is placed here in vr pawn
Anyone been here? I'm not using the VR template (project originally predates it) so I'm trying to figure out how to add rotation to my teleportation. Anyone comfy with the math behind this? The teleportation target needs to be lined up with the camera, which is offset from the pawn actor. (I think the location maybe works "for certain rotations" since that's lifted from the VR template, but the rotation does not since the VR template seems to work differently in that regard.)
I’ve managed to achieve the intended alignment through some unique methods. However, I would prefer if the Quest system itself allowed for setting the origin's position and orientation at the system level. Headsets specifically designed for large spaces typically offer tools to adjust origin position and orientation directly from the system. They also enable the export of spatial data, including position and orientation details, for local transfer to other headsets.
I'm getting closer, but ther's an issue here... I need to find the correct rotation for my actor and probably rotate the location by the inverse?
unreal hates me today
this is literally a BP project, how the F do .cpp errors suddenly pop up... the only thing I changed was this... (and accidentally launched SteamVR in between)
Solution to this at least for those interested (finally found it in a 2 year old Reddit comment)...
Using UBIK yields this error, I used the package as is and haven't touched anything, do you guys have any idea? It was working yesterday, without any issues 🙂
i'm trying to set up a thing in VR where you need to make a bridge across a gap using physics objects you can grab and place. one issue i've been having is my player characters hand knocks everything away before i can grab them does anyone know how i might be able to solve this?
I have a problem
Grabbing object destroy ability to set its world location
I dont know how to repair it
Physics off
can you clarify you mean by the destroy ability set to world location?
Im working on vr project and i have actor with cube static mesh and widget with button and hover event inside alongside with grab component
When my laser pointer from controller pointing on button everything works fine im able to move actor
But wyen i grab it it lose ability to move
Similar problem some had here
so when you're grabbing an object you can't teleport?
the first thing i would try is on the events instead of "Triggered" try "Started" idk if that will change anything though
the bools you're setting could also be tripping up so maybe looking back into how they're being set could cause this issue
no in my bp everything is okay, its working till use grab component
as you can se someone has the same problem
i think it may be problem with parent attachment in grab component but im not sure
ill try check if hover still works after grab
or maybe physics something broke, i dont undertand exacly what grab component does but there must be something
This does not seem to work for rotation. As soon as rotation is done the character snaps back to its original rotation im moving capsule component
Please visit and upvote to get more eyes on this.... Just added a repo for 5.5 preview
And I can confirm it's not PIE only. I have patched each 5.4 hotfix and plan to do so for forward rendering in 5.5 once it comes out of preview if it's still an issue
you can disable instanced stereo currently or pull the shaders git repo for each version I've posted which includes a git diff for each change since the original main CL
It affected quest stand-alone mobile multi-view as well but I'm not sure about 5.5 preview as there is just too many compilation errors for me to take the time and try to manually port the current MetaOpenXR sdk/plugin
I'm really sorry as I do wish I could be more help with this part 👆 but my day job and studio projects and family keep me pretty tied up
On a side note "as far as I can tell" deferred and VSM seems to be fixed in 5.5 preview. Only CSM is currently affected in both shader paths.
@sturdy coral you'll see I also commented on the CL in main. The way the flags are used for PIE preview makes it about as clear as mud to follow in the ush because they use the instanced stereo and mobile multi-view flags during "android preview" as a fallback for PIE and it's very very poorly documented on where and how this is done. The crosstalk here between deferred and forward rendering CSM just tosses the complexity over the edge 😫
Can you link my comment on that, don't remember
Added it above 🙂
I don't see my comment there
Oh I'm sorry I was saying I commented on the CL not that you commented ... I was just continuing the convo from your link to the forum post I recently updated and the discussion there was around if it was a PIE artifact or runtime.
you were talking here with another member about apk vs PIE artifact
Depending on the 5.4 version having instanced stereo checked somehow would also negatively impact mobile-multi view but I can't recall the version. Otherwise you could disable instanced stereo and leave mobile multi-view enabled and it would be fine on the apk side
Also if they are on the meta fork I have a diff showing that the ush shadow projection code was modified and likely doesn't suffer from the same issues that launcher would
I need to pull the 5.4.3 meta fork in for diffs 😅 also at some point
there we go .... Updated to add 5.4.3 meta fork shaders for diffs. Kinda helps paint the picture on what they are doing to skirt around some of the launcher issues.
No one will help me???
Hello, i'm new to Unreal. Both in the VR template test project and in my own, I see that the teleport square is a rectangle. is there anyone who can tell me how i can solve this problem? (Unreal 5.4.4)
afaik that is supposed to be defined guardian area, it updated in the blueprints somewhere
@timid iron I noticed this in ue5.4 as well and it appears to be corrected in 5.5 preview
I don’t think it correctly detects the defined guardian bounds in 5.4
I see, thanks. I'll try to modify something regarding the guardian bounds in the blueprints
Hello,
I’m having an issue with UE 5.2’s VR preview, when I hit the button it displays on screen in the little box (poorly) but will not show in the headset while running any blueprint code, I disable my blueprint code and it will run, but all my code does is spawn objects into the level, I’ve only just started building my game so there really isnt much going on yet, I’ve had nothing but trouble with UE5 since I started using it and I’m thinking that this might just be yet another set back if the editor is just outright broken for VR development.
simulating in the editor runs perfectly fine, its only vr preview that refuses to run.
can anyone help a brother out, I keep getting waylaid by UE5’s issues and have already had to restart the project twice due to broken issues with VR on UE5.5 and 5.3, I’d prefer not to have to go back to using UE4, but thats started to seem like the only available option.
any chance you could share you bp code?
other than basic movement controls on the vr pawn this is the only code running, the first one runs a code checking the number of road blocks in the level (should be one) then adds another along the path at a target location, pretty simple stuff, it procedurally generates the road your standing on as you progress.
The second part adds street lamps along that road and checks every 5 seconds to see if that part of the stage is cleared if it is cleared then it delete the street lamp which directs you to the next area where the lamp is illuminating the road, once you reach a target point on the second part of the spawned level the first one is destroyed to save on overhead.
the third part spawns procedurally generated shops at a target location, so every time you load the game it looks different.
fourth part you cant see, just checks where the player is using a box collider and puts a barrier up behind them so they can't walk back once they've progressed forward.
this is the result
turns out pretty nice and runs fine in simulation but craps out with tremendous lag in VR, I got the vr preview to start by using a delay before spawning the objects, so I can preview it now, but the lag makes it unplayable even on low settings, I have a feeling unreal engine 5 is just broken for vr development and I may have to start again on UE4.27, which is what I used perfectly fine for my last game. @paper trout
the headset is doing a weird shaking thing as well, I'm using jakes mimic pro IK for full body tracking on the pawn
which I had working fine before starting the level design
considering I've barely done anything as of yet, I didnt expect to be having severe lag issues already
this is what the roadblock blueprint looks like before anything else is generated, all shadows are turned off on the roadblock to save on overhead
i wouldn't say 5 is completely broken for VR dev but if you're hitting a lot of framerate issues and it works in 4.27 def stick with that
@paper trout gah I was hoping ue5.2 would work as I've already had to remake it twice on 5.5 and 5.3.2
both of which are broken for vr dev atm
my projects work pretty fine for 5.3
what computer specs do you have and what headset are you using?
Device name DESKTOP-2E8TLL3
Processor Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz 3.79 GHz
Installed RAM 32.0 GB (31.9 GB usable)
Device ID 5651051D-7426-422A-A8B5-74D416264436
Product ID 00330-80000-00000-AA233
System type 64-bit operating system, x64-based processor
Pen and touch No pen or touch input is available for this display
3090 gpu
5.3 should be fine with those specs
vive pro 2 with wireless adapter
5.32 had issues where one eye would not render shadows and the other would deform them
an issue not present in other versions, same for 5,5
its a known bug thats been going on for the last 6 months
epic games hasnt addressed the issue
i have that issue in 5.4 but not 5.3
i got it in 5.3 as well
slightly different but still present
does 4.27 still have raytraced lighting and shadows?
or it lumens global illumination just a ue5 feature?
ah the raytracing could be messing you up
lumen is a 5 thing
try turning off ray tracing and see if that fixes it
alrighty, hopefully I can still keep using the volumetric lighting for those lamps with raytracing off, not going to look anywhere near as nice now though 😦
If the lag persists after turning off raytracing, I'll just downgrade to 4.27, never had any issues with the editor on that version
it seems like you have a lot of different things happening that i couldn't pinpoint where you're getting lag but i'd start there at least and see if it has an effect
i tried tilda key profilegpu, but it wasnt giving me any reason to believe its my scene thats causing any lag
you're not also simulating water physics right?
no its a plane and texture
it could also be your wireless connection if its working fine in the simulation
might be vives wireless is always glitchy at best
yeahhh ive found that a lot of my problems are connection based even w the quest pro
I might buy myself a bigscreen beyond hmd, just because its not as clunky and will be easier to dev with
yeah wireless vr is awesome, but it craps out wayyyy to much
i destroyed my first vives cable by twisting it too much and thought wireless would make that issue go away
turns out you just get a worse experience in the HMD more overhead and disconnection issues
you should get a new cable and test it in your 5.5 project and see what happens
I've got one laying around here somewhere, will have to go hunt for it
yeah i'd try that too so you can rule it out
i'll try the raytracing first though, thats just a couple check boxes
good luck!
thanks for your help matey
i'll let you know how it goes
thankfully using screenspace(beta) option makes it so that there is no difference in lighting visuals, cant see any difference in framerate, I'll check the hmd
@paper trout yeah the raytracing was causing all sorts of issues, everything seems to be working now, so basically raytracing doesnt work for VR., not an issue screenspace does just fine
glad you sorted it out!
quick question the default grab component with the vr template only turns physics sim off on grab not collision right?
and if so should i be turning collision off as well?
i basically want my larger grabbed object to not sling my character across the room when it touches me
in UE5.5 VR template, I noticed that dynamic shadows are renderd only for one eye, not two. Have you noticed that? or is it a bug I'm having? Note: it's a new out-of-box poject, I didn't touch a thing.
Does anyone have a solid PCVR Mixed Reality Capture option for UE5.4? Most docs point to LIV but there's a gap atm - they only have support up to UE5.2 available for the SDK while they work on a new "Presence Platform Recording"
hey does anyone know the unreal equivalent for this input https://docs.unity3d.com/ScriptReference/XR.CommonUsages-userPresence.html
I want to get when user mounts and unmounts the headset in b/w the game and want to restart the level when remounted , in unity they have user presence but couldn't find anything for unreal
@sturdy coral just an FYI... looks like we got a fix incoming.
https://github.com/EpicGames/UnrealEngine/commit/0af4b53953ca69a1e41b40c56c6bec0e6a16f9cd
going to cherry pick into preview and see how it goes.
Can likely wait on preview 2 if there is a release cut... looks like there has been a good bit of source movement
hello! I have a problem in unreal engine: so I have a problem with the VR preview not showing in unreal engine 5.3.2. for some reason I have everything set up for the oculus quest 2, even the developer mode being on all the time.
i even got the appication and oculus link. everything.
please ping me if u do have a fix.
anyone
it also has to do with the set preview steam openxr runtime only showing though the vr preview and not the oculus openxr runtine which i wanted.
Nice
Finally ❤️ 💯
quick cherry pick on top of 5.5 -Preview-1 release tag
Note: it appears build all isn't rebuilding reflection probe captures so rebuild them manually (seperate build reflections) in editor if you get a washed out white screen
Is there a good baseline metric for how much more performant unlit materials are compared to default lit + static lighting on quest standalone? Does default lit primarily suffer from the lightmap texture lookups?
@marsh salmon it suffers from a heavier base shader cost
You pay for normals and pixel shaders you wouldn’t pay for in an unlit pass
Roughness, specular etc
However the material and a lighting pass isn’t really where the true cost are
It’s in the shadows if your dynamic casting, the texture lookup and memory requirements for each, and the light map resolution and lookup plus memory footprint if your baked
So you can totally have lit shaders without casting shadows or baking lights and do modulated or some other shadow method (blobs) vertex painting and be able to pull off a great stylized look, use a single small color palette texture and vertex color map to it for all your geometry (shared single material) and lean on retro methods
And be really performant
You can get so much out of this 1 texture ref
I can totally understand that approach for dynamic objects like the character. I'm more curious about the environment art materials here though as I was REALLY hoping to use light bakes to create some nice moody contrast in my scenes. I hate the way most unlit projects look totally flat. Regarding vertex painting for shadows: how is this more performant than using the lightmap? Don't they both require an extra texture to assign the light/shadow? I feel like vertex painting is going to slow me down considerably as well if I have to manually paint each object.
I will probably just have to try both and see how many assets I can squeeze into my scene before I start to get frame drops
You can totally get away with lightmaps for quest
Just pay close attention to the density and the resolution
Was just offering some advice and options
Dynamic lighting isn’t the enemy either
Just stick to a single directional stationary and keep the csm distance really close
Don’t cast from any movables like points
I'll give those a shot and see what works, might also need to lean on my level layouts. I think most of my scenes will be interior so hopefully I only need to load a room or two at a time. Appreciate it!
hi guys. I use macOS device. how to connect my VIVE HTC VR Device to UE 5
Hey everyone! 👋 I'm working on a VR project in Unreal Engine 5.3 and trying to swap out the default robot hands with Meta Quest controllers. I’ve already downloaded the Meta Quest controller models from Meta’s developer site, but I’m struggling to get them set up correctly in UE 5.3.
Most of the tutorials and videos I’ve found are for UE4, and the steps don’t seem to work for UE 5.3. Has anyone here done this in UE 5.3 or know of any good resources/tutorials that go over it? Any advice on configuring the controllers and setting up hand tracking would be super helpful. I really appreciate any help you can provide.
so you're looking to swap the default hand meshes with the quest controller meshes right?
well in Unreal engine 5, you don't need to download the controller. in the defaut template blueprint, select "XRDeviceVisualization" and check "Is visualization Active".
for Hand tracking, you can follow some of this tutorials https://www.just2devs.com/tutorials/
As professional developers we know how important tutorials can be, while we go through the journey of becoming indie game developers we document what we learn
Thank you so much for your help! i will give this a try and let you know if this work for or not!
Hello I need help pretty badly, I had my project set up perfectly then ruined my vr pawn following a bad tutorial on youtube which broke the skeleton of my pawn, so I decided to try to make a new pawn and moved the pawn blueprint into another folder not realizing that doing that would break the input controls for the pawn, now I have to try to fix it and have no idea at all how to fix it
I've reconnected all the broken blueprint that i can see but i'm still getting nothing for input
ok tried to fix everything but broke it further to the point where I had to delete every reference to the vr pawn and start all over again
migrated my vr pawn from a backup on my project
but now the grab function in my pawn is broken and isnt showing any errors or reasons why that should be happening
this is seriously hellish
wasted an entire day because of a shit youtube tutorial
ok fixed the grab function by migrating my inputs folder from an earlier backup then deleting the old grab component blueprint, I had two and the pawn was trying to use one while the object where using another.
Is it possible to render hands and hud(3Dwidget) before any geometry? While depth testing work for hands and hud, so it intersects correctly
You mean render it prior to geometry, or render it so that it is always in front/on top of geometry?
You can in the material, but then depth testing / intersect is no longer happening .. Because thats exactly what you disable here. How should it handle intersection and depth AND be in front of everything?
i think the goal is for hards to be always in from of hud (or other way around) and both in from of everything else
I want them always on top of any other geometry, but locally (only hud and hands) make them check depth between each other. My original problem is that my interactable hud clipping through level geometry.
yea that is the tricky part. You can disable depth in the material, but it disables it for all, even for eachother.
Would be interested to know what everyone thinks here about the VR market, and why youve chosen to develop in VR. I figure most of us did it for ourselves, as if thats the game we wanted to play, but wondering if anyone has any good business metrics or points for developing in VR either now or in general?
For me it was personal, its the game I want to play right now, as well as trying to time the next VR cycle with the Deckard. News on the deckard has been slim and im afraid targeting 2026-2027 pcvr might not play out like I was expecting, if all we have is the quest 4 at that time. Smaller pond, less competition, less reward, but im a 1 man operation and a small reward would be huge for me.
I also thought certain big things would be easier in VR, like main character animations which come from the player moving the FBIK, but of course that turned out to be way off. Its incredibly cumbersome to setup things like widgets, deal with cameras or sequencer, things that usually just work in pancake games.
Just wanted to mention when cutting a video to show pulling multiple forks into a git repo and showing how to set upstream per branch I realized I was tired of dealing with git's Web UI limitations for upstream forks/branches so I created a feedback suggestion for improvements. For anyone managing both the UnrealEngine fork and MetaFork in a single repo this will likely hit home for you 🙂
https://github.com/orgs/community/discussions/143235
For "context" you have to uniquely name branches "example 4.27" across forks in a single repo and gits UI by default looks to the release branch repo wide which would be destructive if you were to sync that from that UI element.
local git behavior git branch -vv for example along with tracking works as expected
Can anyone help please. First time adding VR to my Unreal 5.4 project. Installed the Meta plugins (I have a Quest 3) and went through the MetaXR setup steps. Then my project crashed and I can't open it. I moved the plugin folders out of my project folder and UE noticed that and asked if I wanted to disble the MetaXR plugin. I said yes, but it still crashes.
show the crash report
hi I need help
i have a collider on a character and when its overlapped it is meant to play an animation, I had it working before, but once I restarted the editor it just stopped working
now when its overlapped it just snaps to the end of the animation and permenantly freezes
anyone know whats going on?
pause animation was selected and i forgot to turn it off
nvm i am a stupid fucker
hi all - i'm trying to retool the GDXR Grab Component to a socket on a skeletal mesh but the results are a bit odd. these are the changes i've made to the "Try Grab" function: https://blueprintue.com/blueprint/ak15dtfb/
this is the result while grabbing
and this is the attach parent macro
i've already confirmed the socket name is passing through correctly but i don't understand why the free grab objects are not attaching correctly
any advice would be massively appreciated
i think it has to do with physics simulation being activated on the object i'm grabbing, but wouldn't physics simulation be needed for the grabbed object to hit stuff away like a baseball bat for example
Hi everyone! I’m considering getting a Meta Quest 3 (128 GB) to use for VR development with Unreal Engine. Has anyone here used it for Unreal Engine projects? Is it powerful enough for handling complex scenes, or would I face performance limitations? Also, are there any specific challenges or workarounds for connecting it to Unreal Engine?
Yes, extreme limitations. Its a mobile device with tiny power budget that need to run stuff at high resolution and 72+ fps
Do you want ... to run Unreal Engine on the Device? Because normally, to develop, you have a PC and connect the HMD with the PC and then develop like this. There's a "VR Preview" Button once you have a HMD connected to your PC.
Overall, Meta Quest 3 is (for me) the best device to develop for VR.
So, yes, I have used ot for Unreal Engine projects.
If you develop a PC VR Game for it, the HMD does not matter (except their Resolution), instead the PC is the one running everything.
If you develop a Standalone VR Game (so you package it as an .apk as most HMDs run android), then it runs on the HMD directly and there, the Quest 3 you selected is the best device imo.
Through most of us still make the game compatible for Quest 2, but you can target Quest 3 alone too
would someone be able to confirm that Nanite and Lumen works in VR? (highend VR, not mobile VR) should forward shading be used with Nanite and lumen? what would be the most sensible VR setup currently for UE5?
From what you said, I understand that the PC is primarily responsible for running and processing the game, while the headset (like the Meta Quest 3) controls the frame rate and display quality. In other words, the headset affects the gameplay experience in terms of resolution and frame rate, but the overall game performance depends on the PC’s capabilities
afaik both depend on deferred rendering
I could really use a hand here, what's the deal with Android File Server (AFS) and how does it play with meta quest development these days? It makes an extra APK when building (I think that's what the AFS prefix means), I'm not sure if it's needed, where it should go, or if I'm good to ignore, etc. or what AFS even does or if it can be disabled as a plugin and I can't find docs on it seems. Any and all info would be awesome!
is the apk in the shipping build? i have the assumption that it's used during development to make differential deploys (so that it only updates the data that changed since the last "upload")
Yeah, it shows up even when in shipping configuration
Did you ever figure this out?
well when you install an apk, a folder inside an android path is created, if you manually place the obb file there, it works, but I think meta was sending the same message for every issue, cuz using the developer hub, you send the obb.
Interesting, in my case I can get it to upload the obb file and can see it in the dashboard but when I try the app it get's stuck loading but that doesn't happen when I package game data inside apk, not sure if I'm doing something wrong or missing a setting or something 🤔
well if you package the data inside the apk, the obb is not generated, ignore the one you had, if it get stuck loading it might be something else, cuz if not, you should see the obb message
Would I see this message in the log or when I upload?
just when you try to run the game, are you actually aiming for meta's platform?
hmm, I'm not seeing a message when running, just infinite loading. Yeah, I'm uploading it to a Meta release channel for testing
It works when the data in the obb is part of the apk, but that won't work long term because of the 1gb limit on APKs
then you might have another problem, but first, access you storage's device, and find the folder, I think it was called android, if you have games installed you would see a fodler for each app, and place your obb there, in the folder created by your apk, ask gpt if you want.
And run your game, that is how you can make sure that the obb and apk work
Solved, I was being dumb and didn't read the meta docs carefully enough. I was treating my main apk game data obb as a persistent DLC obb and so then when it got downloaded from meta to the headset it was stripped of the version number so of course the apk couldn't find it and failed to load lol
Android File Server is our process of deploying the application on device. In 5.4 and later versions you should use it. We won't be able to use ADB for much longer due to new Android Permission requirements (my best understanding of it). I'm not sure what you mean with the "extra apk"? If you have any issues w. AFS please report them as we've been specifically adressing AFS and Meta Quest lately.
Oh, gotcha, thanks for this! I had assumed that AFS_[APK NAME].apk had to do with Android File Server, is that not the case? Are there any docs currently around the cover the plugin settings do / what's recommended?
The AFS .apk is the AFS server code which when packaging a shipping build does not get bundled w. the game .apk (so that you can upload it to the store). Which plugin are you referring to? You don't really have to do anything w. AFS
Gotcha, I'll give that a try. Android File Server show up as a plugin with a few options, but it sounds like it should be fine as default then
Hi
I am making a flight simulator in VR , my aircraft is the first person , so i am confused whether should make that aircraft a pawn or Character , keeping in mind about the jittering in multiplayer,
stop cross posting
I am new with the unreal , so dont know in which group should i ask , so thats why i posted in 3 , Okay will not do it in future .
i would keep your focus on #ue5-general if no one answers there you can ask in another channel later
maybe #multiplayer is the best place since you care about network lag
okay
why would you want people to puke like that
its requirement
for the game
we are trying out something
anyidea how it can be achieved?
that sounds like it would be incredibly uncomfortable
Anyone using the Varjo headset for development? I'm asking because I may have question about Ultraleap handtracking. Thanks!
seems to me you need to override UCameraComponent::HandleXRCamera to do what you want
probably a better idea to handle it in different way, like fading out view when player look away or some such
always on reprojection makes it pretty hard
Has anyone experimented with landscape actor vs landscape static mesh performance on quest? Not just poly counts, LODs, and materials, but also curious about collision. It seems like it would be a bad move for my pawn to have to load a giant static mesh's complex collision for pathing, but I don't know how the landscape actor handles this. Thanks
hi all - having an issue where my grabbed objects velocity is printing as 0,0,0
can anyone help me figure out why?
Try getting the component velocity instead of the actor velocity
i’ll give that a shot! thank you!
so i've tried getting component velocity and it's also printing as 0,0,0
Try printing the component names and check if it is getting the right thing maybe?
i've tried that as well. most recently i tried just seeing if the motion controller had any velocity while waving my arm around
and it's just printing as 0,0,0
i figured it out!!
thanks @sage gulch !!
useful, how?
Think I have seen that a while ago, but I would have to hunt around to see what I did to work around it
so i’m using the gdxr plugin and throwing objects for me wasn’t working because the object throw vector was being multiplied by my player velocity (which was set to 0)
ok I'm having an issue with the editor again, I was just working on smoothing out animations for the last two days and haven't touched the project settings or my vr_pawn at all, yet when I went to view vr preview today, I got this flat screen and nothing in my hmd.
the hmd is still on the steam home menu
anyone know why the editor would turn my camera into a flat camera instead of a vr one?
per posterity I fixed this by restarting the editor and steamvr
Do passthrough pixels need to be meshed or tracked to get depth composited, or will any random tree branch do it?
Hey @charred portal, thanks for your work on the shadow eye issue! Are you saying that this: https://github.com/uno1982/UnrealEngine/commit/012ae05befd68d9313c824e7f53a8e1638ee101f being just the single file change corrects the issue? Which engine version is the cherry pick intended to work for, is it 5.5 or maybe 5.4 that was tested?
@royal plume that is for 5.5 preview 1
I have a shaders fix for 5.4 that doesn’t require source
Since it’s purely .ush (shader code)
This can simply replace your launcher engine shader directory for 5.4
But yeah you can see here on that link you shared the commit and the branch name
Awesome, thanks!
I tried making a new VRTemplate project and included Starter Content, have Meta XR Plugin enabled, and don't see any other XR Materials downloads anywhere...?
stupid content filter 😅
linear velocity there is something specific to motion controllers and not all runtims support it, the return value bool might tell if it doesn't
thanks! yeah it turned out my player velocity was causing the issue
ah
in the legacy pawn setup you gotta do something akin to this perhaps
e.g. still need to get Motion Controller component despite having a reference to the Actor, or whatever
guy i have big problem, why do i have something like this after baking apk for oculus https://www.youtube.com/shorts/nnuqy0UXJ-4
How can I make a VR oculus quest Variant Manager Configurator in unreal engine 5? Is there a video or something?
is there a flag or setting that allows the game to persist when the user steps out of boundary?
no, thats the OS that is doing that, steamvr/meta/etc
what is the engine version your running?
meta or vanilla fork?
which metaxr plugin version or "default openxr?"
5.4 meta xr problem seems to be when meta plugin on
Hey does anyone have experience setting up Unreal for HTC Vive (pro). I am having an issue installing the vive openxr plugin where UnrealBuildTool gets stuck when I build the project (so the plugin works with my unreal verson)
Hi, I am trying to build Unreal Engine 5.4.2 with the Vive OpenXR plugin. This works fine on my laptop but I need this to work on the PC connected to the headset. Building without the plugin works but when I add the plugin it gets stuck here: Determining max actions to execute in parallel (8 physical cores, 16 logical cores) Executing up to 8 ...
Is anyone here successful in setting up a faked ‘mirror’ using a SceneCapture camera -> render texture for Quest 3, running on device only / non-PCVR?
kinda expensive but works fine
Is there something specific in the texture or shader that needs to happen? I just get the grey, default shader with any settings change I’ve come across 😪. I’ve used render textures in PC games plenty of times, but I seem to still be missing the key step in getting them active for android / Quest platforms…
its been quite a while since ive set it up, here are some of the settings that might be relevant, it is set to capture on frame as needed. material is a simple unlit one that uses that rt
Thank you, will try this out!
https://bsky.app/profile/evilentity.bsky.social/post/3lamp4bg2ks2f heres a recent video of it working on q3
Hey,
Do you have any tips how to correctly sample a Render Texture (rendered thanks to a SceneCapture2D) inside a post process, but for VR ?
It works well in the editor (or any "2D flat screen projection"), but for VR and the two eyes...
In my post process, I blend the PostProcessInput0 buffer and the RenderTexture, to fade out the whole word with another "sub scene" which is rendered by my SceneCapture2D
Hey guys, my team and I are running into an issue and I was wondering if anyone’s solved this in the past.
So we have a gesture control system in our game, and it’s working when we test it with keyboard and mouse. Unfortunately when we use the game preview thing in UE5 to test the mechanic with our VR controllers, the game is not picking up our controller inputs.
According to ChatGPT (not the most reliable source, hence why we’re looking for a second opinion here lol) UE5 won’t register these vr controller inputs until we package the game… this seems like a huge pain in the ass that would massively slow down testing and development, so I figure there’s no way that ppl haven’t solved this issue in the past. How did y’all get around this roadblock?
We have tried implementing SteamVR into the project too with no effect solving this issue.
hi all - i have a vr selfie stick with a spectator camera. i'm trying to set owner no see on the stick part so only the player can see the selfie stick.
the weird thing is set owner no see is only working when the camera is locked to hmd. it becomes visible when the hmd isn't set to locked to hmd. would that be an engine bug or am i missing something?
Maybe it's easier to just have the player detect when they have the selfie cam and enable visibility of a stick they own, instead of having the camera own the stick and try to juggle who can see it
seems it's incorrect (crashes app) in 5.3.2 and works correctly in 5.4.4 on Quest
app crashing is slightly different from not persisting... if its crashing you have a crash log, perhaps some behavior changes between versions
What's the VR plugin recommendation when developing a VR game for both Meta Quest and PCVR? MetaXR or OpenXR?
I tried MetaXR with the UE fork from Meta, but the VR template start project wants me to also have OpenXR enabled otherwise it gives me these errors.
hi there - in unreal 5.4 i have a cine cam that when not locked to hmd causes my player cam to be really shaky how do i solve this?
Hi, my Meta Quest game is crashing on Quest and I can not figure out why. I have been trying to use Logcat to determine the cause of the crash. I have tried using logcat on my game in both shipping configuration and I built the game as DebugGame and unchecked “For Distribution” Both configurations do not produce a backtrace in logcat.
Does anyone have a suggestion for debugging my crash?
Did you build the engine/editor from source? Afaik it is required to properly output a debug build
@digital cave
Yes. I am using a binary build I made from the oculus fork
I also tried making a development configuration build and did not find a crash file on the quest file system
I’m going to work more on this problem over next few days. Will report back
hi there - asking again on this hoping to figure out what's wrong with my setup
in unreal 5.4 i'm making a VR selfie stick with a cine cam that is not locked to hmd
this causes my player cam to be really shaky. I think the hmd is trying to pick up the cinecam as well but i have no references to it and can't seem to find a way to make the hmd ignore the cine camera completely
Hi every one. Have setup multiplayer for my VR project. please any resource on how to test VR multiplayer? assuming I have two PCs with two headsets 🙏
try converting the vr template's spectator cam into attached to a selfie stick and see if it has the same problem, then if not go through and try to figure out all the differences in the settings
hay devs, I've made a very cool physics based brawler and I need some advice on a bug
I am trying to make ragdoll work on my ai's blueprint
sometimes when I punch an enemy the ragdoll bugs out and the ai just goes stiff and flys around weirdly
I have it set up so when enemy ai gets punched the top half of the body goes limp and reacts to the punch and recovers via timeline
and if the ai's hp gets to 0 it simulates physics to ragdoll, the capsule stops collisions and the mesh starts collision, so they slump to the floor
I think the timeline may be interfering with the physics simluation, is there a way to disable the timeline before it finishes?
i have done that! it seems the inclusion of a camera not locked to hmd causes the issue thats the only difference i've rebuilt it testing step by step and thats where it happens
i have a jank solution of locking the cinecam to hmd and setting its reletive location and rotation to where it should be every frame but obviously that's not ideal
do you have the selfie camera set as an active camera too? if it is in the attachment chain I think it might get searched by the viewtarget if so so should set it as not active
nah its a completely separate blueprint
but is the camera component's active thing set?
and is it in the attachment chain to the main character?
the selfie camera isn't in the attachment chain at all it's a separate blueprint from the vr pawn
its also set to be inactive
in editor preferences make sure you don't have viewport gets hmd control set
ohh what setting is that?
ah nah if its that it was unchecked
you might need to step through the c++ debugger to figure it out; add a breakpoint on AActor::CalcCamera and FXRTrackingSystemBase::ComputeTrackingToWorldTransform
i'll look into that! it'd be my first time trying so will be fun to learn something new
thanks charles you're a real one
guys do you know what is this?
shows after apk build after turning on plugin meta xr
I don’t understand what you are saying the problem is. Can you provide more info?
just a heads up <@&213101288538374145> this guy is sending me threatening messages in a private chat
@paper trout can you please remove those private messages from this channel? We will handle this offline.
What do you guys use to debug the GPU on standalone Quest?
I have a scene with a super simple level (no materials, just basic meshes and static lights) and the perfs are terrible. Unreal Insights mainly just says WaitFrame (37ms) so I'm guessing there's something really off with the GPU, but GPU won't show in Unreal Insights in standalone mode.
MQDH has performance stats
Get a reference to the Timeline and the use Stop node 😉
@sage gulchI'll give that a go
I see you’re using mixed reality. Sorry I have no mixed reality experience. I suggest looking at the meta mixed reality sample projects from GitHub to get a basic setup going
@sage gulch thanks for responding to my request mate, it worked a charm, I thought having a connection to the stop on the timeline would be enough but apparently I needed both to make it work 100%
@paper trout just a thank you for helping people mate, we appreciate you, sorry that other dude was being a douche
all good! so many people help me nonstop i’m always really excited at chances to pay that forward
Decided to build a mec in vr using the GDXR UVRT Template on a recent live stream and almost threw up. What do you think?
i'm actually starting to wonder if it's an issue with my tracking. is there a way to smooth out the quest body tracking to be less jittery?
increase your room lighting or crank the cpu or set late latching or use a spring component
it's still pretty janky
any advantage or disadvantage to using overlay vs underlay?
HandTrackingFrequency=HIGH in the config might help (or might hurt if they do more smoothing on low, but I think its about battery usage so low gets less samples, not smothed samples); I'm not sure if there is something similar for the full body
easy way to test, attach it to a controller
I have a few actors placed in my AR game. Once I am overlapping with the actors, nothing happens.
The actor and the playerPawn have collisions.
The actor has OnComponentBeginOverlap(). But it only runs once if I place a new actor during run-time and within the range, never after that. It is not even detecting EndOverlap functions.
Is there a better way to do this??
If anyone can help me out T_T please
gonna try this!
and this!
genius suggestion attatching it to the motion controller smoothed it out
the body tracking is still jittery at full battery but im gonna switch to the oculus fork to see if that helps
I think that HandTrackingFrequency setting may be specific to their fork, not sure if there is an equiv for pure openxr
Hey, Thats me 🙂
Seemed relevant 😁👋
I genuinely made my self motion sick after that stream lmao. I wrapped up and had to go lie down.
do you know how to enable these in the meta fork?
your stream today was awesome btw!
Do these not just work in the Meta Fork?
Thank you 🙂
yeah just outright not even searchable - super odd
I always get told of in here for posting stuff but i'll be doing another stream tomorrow 🙂
kinda makes sense but you're pretty goated on the streams / tutorials
TBH i think (Not sure) if the MetaFork is designed with standalone fully in mind so they could have been removed since you don't do spectator on standalone but it seams strange.
yeah just seems odd they'd remove it at all
it is very unlikely that they removed stuff
i have no idea if this is the case, but it's possible these nodes are part of a plugin which is disabled in the meta fork.
seems to be happy in latest fork
They should be in the Head Mounted Display Function Library.
so weird! this is a fresh build of the latest fork
Just had a look. Make sure the XRBase plugin is enabled in your project. There part of that.
It should be on by default but worth checking.
Glad to help, I dont always hang out in the Slackers Discord lol.
i know i was excited to see you in here
would ya'll know how to get marketplace plugins into the fork? i tried copying the plugins > marketplace folder into the fork engine plugins folder and got this
open it in ide and run it, for the incompatible you can just press yes
im a bit of a moron but do i open the project in the ide and build?
the way i tried to build this in VS was by creating an empty c++ file in the project, closing the project, right clicking the project file to generate visual studio project files, then clicking build in VS
unfortunately this didn't seem to work so any advice would be appreciated! these plugins all work in 5.4 but not when i open the oculus fork. any advice would be massively appreciated
afaik if it's a c++ project to begin with you should already have a .sln, if you have a BP native project you cannot convert it, but you can migrate your data out and into a new c++ project
for fun
hi all - i'm still trying to build these plugins for the oculus fork and am getting this error: C:\Users\cianf\Downloads\RokokoOculus\Migrated\HostProject\Plugins\Smartsuit\Source\Smartsuit\Private\VirtualProductionSource.cpp(17): fatal error C1083: Cannot open include file: 'lz4frame.h': No such file or directory
plugins don't readily recompile if they are binaries and not source
i see. if i found the sources on github would the recompile better?
Yes cpp plugins can recompile
sweet i'll try that!
so i think i've correctly rebuilt the oculus tracking plugin for the oculus fork but when testing the live link tracking setup i'm getting this error - Could not apply 'LiveLinkPreset /Game/OculusRetargeting/MetaXRLiveLinkPreset.MetaXRLiveLinkPreset'
has anyone here set up body tracking for the oculus fork? the movement sample project seems to have body tracking but this is eluding me
alternatively my tracking in 5.3 wasn't jittery so i'm wondering if i can do something to fix this in 5.4?
took me about 200gb to build Metas branch of 5.4.3 :S
its 5.4.4 now 🙂
if you need to save space on builds you can use ntfs compression:
Compact /c /s /a /I /exe:lzx "D:\EpicGames\*"
not worth doing if it is a build you are iterating on with source changes as it goes away when the files change, but good for branches you aren't modifying or for launcher builds.
It compresses the .pdb files about 4:1 which are usually the biggest thing (only in launcher builds if you've added 'editor symbols for debugging' in options)
find /mnt/d/EpicGames/ -name *.pdb | grep -v ' ' | xargs ls -Srlh | tail
[...]
-rwxrwxrwx 1 charles charles 203M May 1 2023 /mnt/d/EpicGames/UE_5.1/Engine/Binaries/Win64/UnrealGame-Win64-DebugGame.pdb
charles@DESKTOPC:/mnt/g/EpicGames$ Compact.exe /q $(wslpath -w /mnt/d/EpicGames/UE_5.1/Engine/Binaries/Win64/UnrealGame-Win64-DebugGame.pdb)
Listing D:\EpicGames\UE_5.1\Engine\Binaries\Win64\
New files added to this directory will not be compressed.
Of 1 files within 1 directories
1 are compressed and 0 are not compressed.
212,692,992 total bytes of data are stored in 57,290,752 bytes.
The compression ratio is 3.7 to 1.```
any ideas about this one? the docs show it with a translucent material, and I had one working despite it crashing, but now I can't seem to make another.. 🤔
EnvironmentDepth node
Question for anyone who has released an app on the Meta Quest store: I recently published a game on the Meta Quest Store. On the Production channel I have version 1.1. I am working on a version 1.2 and want to test the apk on my device. I have uninstalled my app from my headset, use Meta Quest Developer hub to install 1.2 of my app, and I am not able to launch it. The app installs correctly but the launch button in meta quest developer hub is greyed out. In my headset the app does not show up in unknown sources, and it shows my app is not installed.
Is it not possible to 'sideload' new version of my app? I do not want to push a build to a release channel just to test on my headset.
i found a solution of uncheck for distribution in your project, uninstall your app from your headset, sideload your new build. in the quest it will show up as uninstalled but you can still launch it. and you can launch it from meta quest developer hub. great fun
Never had an issue like that, new version works fine. Though i use version with different package layely
For Distribution is for iOS
How do I go about making weighted grab like S&S to where I can grab tools like knife with specifies grab point & animation
hi all - I'm trying to create a movement threshold where if i turn my head or move it too much, the full body character i'm using won't move unless the threshold is crossed. i've tried getting a distance vector between the camera and collider and if the distance is greater than the Movement Threshold, the character actually moves in room space. unfortunately i don't think this method is quite working and any advice would be appreciated!
has anyone ever successfully used this node with Masked or Translucent as shown in the docs?
https://developers.meta.com/horizon/documentation/unreal/unreal-depthapi-material-graph/
the source for the node references an include file that I don't see anywhere on GitHub, not sure if that's the nature of the error
#include "MaterialExpressionEnvironmentDepth.generated.h"
it crashes the entire editor in both 5.4.3 and 5.4.4
is there a 5.4 branch of the oculus fork now?
yes
oh dang that's good to know
5.4.4 released while I was building 5.4.3 😂
if you have meta 5.3 installed, would you mind testing that material node?
yeah let me load it up real quick
bearing in mind that it might crash your editor session
eh its all good setting up the fork has been a total disaster for me on the plugin front anyways
I can get it to preview as dithered or set to masked without it crashing, but trying to actually get it set to an opacity other than 0 will set it off, or setting the material type to Translucent
yeah plugins can definitely be a pain, as well as the difficulty in reverting to previous versions
yeah i think that was part of it. will def be trying the 5.4.4 fork when i regain my courage
loading up 5.4.3 fork now
oh I thought you had 5.3.2
pretty sure you'll get the crash in 5.4.3 but who knows, maybe your setup is different somehow
I've gone through and set it to vulkan preview and soft occlusions and various things to no avail
can you screenshot the material setting that's crashing
you could probably pipe EnvDepth direct to MakeFloat3 for the same effect with less effort
in terms of testing the stability that is, it would look different visually if it worked
sheesh it crashed when plugging hsvtorgb into base color
yeah
sorry man that blows
it seems like occasionally it will work briefly and I've looked at the source a bit, but yeah..
idk
it's basically why I built the editor from source, cause I wanted that one node for vfx 😆
good experience otherwise, I suppose
" "
i just need to get live link tracking working on the dang fork it's been driving me insane but i'm hoping it could solve that weird tracking jitter problem i was having
you can use a camera spring as a low pass filter
is there a way to bypass the enviroment depth? what are you trying to accomplish it
yeah i've considered that but its not the camera causing the jitter. even dropping the animation blueprint in without anything connected to it causes the jitter
why we do anything huh? its the golden rule
camera springs affect all components under their heirarchy, just set spring length to 0
you can enable position or rotation lag independently, set max distance, & per axis iirc
gosh i can't believe i didn't think of that
the component label is a bit misleading about its potential utility 😉
for real dang excited to try that
it's tough cause you don't really want lag, but maybe you only need it on position and less so on rotation
there is probably a better way to do it
yeah i think i just need it on the y
its so weird it didn't jitter in 5.3 but it does in the gdxr template for 5.3 so i'm assuming there's some setting in there causing it
worst case the mocap suit doesn't jitter so it will only affect the hands and head at a smaller scale worst case scenario
@sturdy coral i'm back trying to get a movement threshold working so my small head movements don't move the entire body
this setup technically works but it's still jittery movement. is this similar to how you set yours up?
I use the movement input, not add offset, but somewhat similar. I think I gave you a screenshot of most of it before
Start moving threshold bigger than stop moving threshold (known as a deadband in control theory https://en.m.wikipedia.org/wiki/Deadband, like how you don't want a thermostat to turn AC on and off at exactly 72 degrees being crossed or it will constantly turn on and off every few seconds, but something more like on at 72 off at 71)
anyone had an issue with a busted niagara effect in right eye on quest 3? there are gaps in it :/ 5.4.4
It could be this issue, but difficult for me to tell if it's the same: https://issues.unrealengine.com/issue/UE-229324
ive tested it before with opaque material with same result, same effect works in my other project using same engine version and same settings (likely something in inis that i did miss). Sprite particles work fine, this is ribbon tube if its not clear. Disabling instanced stereo didnt help. I just retested with opaque material, no dice. ill figure it out sooner or later... thanks! E: but the sample 'dynamic beam' doesnt :x
much appreciated! yeah i've been going back to that screenshot a bunch. i ended up switching to the gdxr setup which has been pretty great. the issue i'm having with the threshold is it works, but now the movement is jittery when i move past the threshold. i tried a vinterpto to solve this but it seems to have made it worse
Mentioned above, you need different start vs stop thresholds or you will always have a boundary condition that can flip back and forth rapidly
oh gotcha okay let me have more coffee i was very sleepy reading that 😂 thanks charles you rock man
Android packaging error because of Android Grandle
v5.3.2
It says to use Android SDK 34 but the highest SDK 5.3 uses is SDK 33 because of metaXR gives an error on Android SDK34
Minimum SDK Version: 29
Target SDK Version: 32
SDK API Level: android-34
NDK API Level: android-29
worked brilliantly thanks again charles you are the best
Hey guys
Can someone help me with Setting up multiplayer game in VR with dedicated server, which subsystem to use to make it work, and how to make it work, as i could not find anything related to this
Also do we use different source code of unreal engine for vr?
You can use Epic's Unreal Engine source code or Meta's fork, i personally use Epic.
About setting a dedicated server, there are a lot of options out there, same goes for subsystems. I recommend you to use epic online services since its ok if you are starting from scratch and you will find a lot of docu. Hope it helps!
Thanks malcraido, i was also doing research and found meta's sharedspaces sample which is also using eos and platform so i am trying that
For quest 3: I'm wondering which spatialization mode I should choose in my sound attenuation settings, panning or binaural
dunno, but i couldnt hear a difference when ive tested it 😄 some proper info would be nice
Hello people so I am trying to setup vr for my project but the thing is its like glitching for some reason
so in the video you can see both of my eyes the left one is well my left eye and the right one the chrome window is my right eye and its like glitching for some reason
I am on 5.4 btw
The right eye has been bugged in various ways for numerous releases now.. consider disabling Nanite, Lumen, adjust Stereo Instancing, cross your fingers, etc
Audio sounds will not localize without an attenuation profile set
Damn
Yeah I tried downloading ue5.5 in hopes that it has been fixed but I still need to do some manual fixing in my cpp source code because well I used a lot of deprecated stuff and now the project won't compile :/
I guess epic doesn't really give a hell about VR anymore
binaural should simulate directionality and frequency shaping of your ears more and I think some do things like simulate some reflection and absorbtion off your shoulders and head
You are not the first to feel this way, but careful adjustment of settings and the engine features utilized in your project can get it to render and package. Avoiding Lumen, Nanite, and landscapes might help narrow it down.
Well the thing is I cannot really avoid landscape since I would need it for the project that I am making
So I would need to disable global illumination with lumen, same with reflection, shadow maps?
Okay so the main reason that was happening was because of nanite
the moment I turned it off it worked
nice
Hey guys is there a way to get the oculus keyboard to show if i am building as a windows game?
Some Niagara particles / VFX only render in the left eye when I have "instanced stereo" enabled. What is causing that?
Fixed typo, meant Niagara not Nanite. Doing too many things at once.
try digging around for either a Niagara pref or possibly a Material pref, I think Niagara is supposed to support instanced stereo..?
maybe turn off Nanite even if you aren't using it 😛
Idk if this is the right place for it (If not please point me in the right way). I've been trying to develop a VR application aimed at the quest 2. However, I found out that when trying to run it on the headset this is what happens to the landscape: https://imgur.com/a/c0UW4ai . The same happens on a preset "open world" level. I have shader model set to "Android Vulkan Mobile", although this also happened on the standard shader model 6 platform preview. I have no idea how to solve this or what to do, any help appreciated. UE version is 5.4.4
maybe turn off Nanite even if you aren't using it
I did turn off all instances off it i could find in project settings
now do Lumen 😂
Hi, I've recently had an issue where my VR player can only turn left with the snap turn. when it is reading the action value it is always printed as 0 (which would be why it only does left) and i'm not sure why. the dead zone is working correctly, and it turns left all good, just always turning left nomatter if I move the jopystick left or right
you are only checking for positive values, no negative values
thats not the problem, this condition checks if the action value is greater than 0, (which would be a right turn). If the action value is less than 0 or equal to 0(so a negative) that would be a left turn. So that would work, but the issue is the action value is always returning as 0, not as a negative or positive number as it should
thanks for trying to help tho
I turned both off completely already. Besides, the project was created with the vr template which also does that for you. So unless its somewhere outside of project settings it is definitely off 😅
Okay new problem. The left eye's shadows are moving/flickering all over the place but the right eye is perfectly normal.
I did want to try changing from virtual shadow maps to normal shadow maps but unreal engine doesn't allow me to change this setting
hey everyone, I'm starting a VR project in UE5 for Quest 2, but I've been stuck for a few days trying to get a successful build onto my headset. I've tried multiple UE5 versions on fresh installs on different computers with not luck. I've followed all the version specific documentations on how to set up SKD/NDK/JDK stuff and I always end up with one of two errors
- Error 1: With 5.5 packaging is successful, but installing the APK with sidequest says I'm using the wrong version of the SDK. It thinks i'm using SDK 32 and it requires version 34 despite the fact that version 32 is not installed anywhere, and version 34 is the target SDK everywhere
- Error 2: When running android.bat I get this error
Warning: Errors during XML parse: Warning: Additionally, the fallback loader failed to parse the XMLI've set up the SDK/NDK/JDK paths manually, and downloaded the NDK, but I'm not sure if this does anything else I'm missing. No matter what I do I can't get this to work properly
I've been stuck with this for a few days now so any help would be incredibly appreciated. I'm open to using any version of UE5, so whatever successful setup any of you have I'll take lol
version 32 is installed on the quest, you cant use 34 on it yet. that error can be quite confusing
5.5 seems to be quite busted, .0 release after all. you can use 5.4.4, but you need to use sdk 32 and remove the stuff from .java files it complains about during packaging. or you could just target 32
welcome to wonderful world of vr in unreal!
alright, I'll give that a go, thanks!
whats the latest least broken version of unreal for vr?
just discovered the joys of shadow rendering after not touching vr for a while
I suspect something like unreal 3 would be best for mobile vr xd
it's true.. I still have an 80gb holdover in 4.26.2
you can do some shadow tricks in Metas branch
hi, has any one enable this
and crash before?
4.27 is starting to sound good as i read what the state is with 5.x, that's the version i last worked on vr for
Can you detail what's busted in 5.5 that wasn't in 5.4? In general I've seen way fewer regressions in 5.5 than in 5.4
There's no need to use sidequest to sideload your UE application on Quest. If you're packaging a development build you can simply run the .bat, and if shipping just run the "AFS_" .bat first to sideload Android File server, and then the regular .bat
And as a general note, make sure you select the engine version you're working with on our doc site before setting up your android development environment as there are minute details that differ between versions
im mostly on meta fork, but there is one thing in 5.5 that is less busted than in 5.4.4, but still not quite working. movable spotlight shadows on quest, it was turbo busted, not its just not working in right eye. i suppose thats is welcome progress!
oh, didn't know that was a thing, thank you so much!
finally got the build into my headset, hopefully it should be smooth sailing from here
this error is so silly though
Fun thing: I've been struggling a ton to make my game run on standalone Quest. I was at about 9 FPS on a very simple scene.
After spending weeks trying to understand why, I ported my project chunk by chunk over to another new project and noticed that this single line in my Project.Target.cs file was causing all my problems:
bUsesSlate = false;
I have no idea why, but now that I've removed it, I moved from 9 FPS to 72 FPS.